[Open-graphics] What I think is needed.
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.
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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