[Open-graphics] What I think is needed.

Kent Rosenkoetter silnith at gmail.com
Fri Dec 3 12:51:07 EST 2004


On Fri, 03 Dec 2004 09:16:44 -0600, Steve Baker <sjbaker1 at airmail.net> wrote:
> Joel Rodriguez wrote:
> >
> > Kent Rosenkoetter wrote:
> >
> >> Instead of doing
> >> scanline conversion as software renderers do, they instead have very
> >> small tiles that do half-space testing in hardware, and reassign these
> >> tiles to different areas of the buffer as needed. So the only reason
> >> to clip triangles is if they are completely off the screen. Half-on
> >> need not be clipped or modified at all.
> 
> Remember also that in OpenGL, the 'glScissor' operation means that you
> may be required to clip to rectangular regions smaller than the
> on-screen window.

I was referring to clipping polygons against the view frustum, which
is expensive. The Scissor test can be done against fragments very
cheaply. Even so, using a smaller tiled implementation could help
minimize wasted fragments even with Scissor.

Kent
-- 
        The world before the fall
        Delightful is the light of dawn
        Noble is the heart of man...
                        -Cyan Garamonde, Final Fantasy VI



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