Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Ashbad on February 26, 2011, 03:34:07 pm
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yay in the works
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Whaaat you cant just post a title on that and not give us any info!! :P
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info: OpenGL 84+ is a version of OpenGL that draws 3D primitives in 4 level grayscale in a 3D environment.
I've almost got perfect squares working perfectly, at 360 rotations
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Wow that sounds epic! :D What kind of primitives are you supporting?
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o.O
How can you torture us like this???????? Moar info!!
Nice! Will it have any shading, textures, or just single color polygons?
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well, only really triangles, squares, and rectangles, but with those three you can make pretty much anything else (and from there I can add in some more shapes later, along with 3D cubes and such)
I do plan to have lighting work, I think it actually won't be that hard :P at least in proportion to the rest
EDIT: if I ever do include textures, it'll be a later on this, since textures are hard to code and very slow
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Sounds epic! :D This is in asm i assume? Whats your current benchmark as to polygons per second?
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Yeah, I'm making it as an Axe Axiom :)
by benchmark, you mean by what I expect?
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no i mean how quickly your routine can draw a polygon right now :) And thats awesome as an axiom ^^
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to tell the truth, I haven't even really thought about the speed yet x.x haven't tested it yet
though I can assume >40 fps, because rotating the square 360 degrees one degree per frame took around 7 seconds ( so yes, somewhat slow, but I'm sure I could optimize later)
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Are you using precomputed sin tables and the like? What kind of accuracy are you using? Floating point? Fixed point? How many bytes?
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Your sin/cos routines use degrees O_o? (I know axe, at least, uses binary degrees, period=256)
Anyway, sounds cool, can't wait for screeeenies :D
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40 fps is quite good, though that is only with [pauses to count up polygons] twelve polygons. Also, are you using depth sorting or a z buffer for this?
Also, I noticed you changed the topic to z80gl.
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360 is transferred to a 256 degree lookup table ^-^ that way you can do true math to it. though if I take it out I could really add some speed... what should I do?
EDIT: and fb39ca4 it uses a Z index that is used for calculations like size and such but then the coordinates are transferred to X-Y at the last second :)
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If he uses precomputed sin tables, it would be less of an issue, but probably still more optimized with binary degrees, hmmmm
EDIT: And thats with 1 polygon fb39ca4? He said only a single square
EDIT2: And for this i would go for speed speed speeeed
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I would say to just use the 256 degree angle system as the one the user will use.
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I think I'll go with speed then :)
also, no I'm not gonna release source or anything in the near future, and no screenies for a least a week, I just posted this thread in advance until I get triangles working great (or at all)
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Oh, I thought he said a cube. A square would still be two triangles, unless quadrilaterals are supported as a primitive. (There's no real reason to have them, though.)
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And since this is an axiom it will also make it more compatible with Axe :) Good luck with triangles! What method are you using for filling currently?
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Good luck Ashbad! This seems like an interesting project. I'm glad you're still doing calc stuff too.
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Yay! 3D. Now we can make minecraft :P
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I'd go for speed and teh screenies. This looks interesting. I hope you can pull it off.
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Yay! 3D. Now we can make minecraft :P
Only on the Prizm and the CX, unless that GL package comes bundled with a new LCD and driver :P
You know, the CX could probably come fairly close to Minecraft in speed if the maps were limited because of how much overhead Java can have.
Good luck, Ashbad.
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Yay! 3D. Now we can make minecraft :P
Sorry to shatter your hopes, but there's just not enough RAM to make that happen.
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Yay! 3D. Now we can make minecraft :P
Sorry to shatter your hopes, but there's just not enough RAM to make that happen.
Blasphemy! :P
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It would really have to be a tiny version of it, lol. Personally I would rather want to see some other kind of 3D games first, though, then later we can integrate gCn to have multiplayer. I have doubts about the feasibility of 3D+gCn, though. There will definitively need to be as less info as possible being transmitted every few frames.
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well, with a whole new overhaul in place, I know how I'll do depth rendering! :) I've almost got a line to render great in any camera position, so things are looking better.
Also, this isn't scenegraph based, though -- you'll have to implement a primitive renderloop to update some things as it is right now. Scenegraphs are really not as feasible on a 84+ :P
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well, with a whole new overhaul in place, I know how I'll do depth rendering! :) I've almost got a line to render great in any camera position, so things are looking better.
Also, this isn't scenegraph based, though -- you'll have to implement a primitive renderloop to update some things as it is right now. Scenegraphs are really not as feasible on a 84+ :P
Why did you strikethrough that post?
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because I had problems with it and thought I had to scrap it -- but then I found a nice routine for polygon drawing ^-^
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ooh, sounds cool!
i'm glad that this was not forgotten.
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Can you show screenies yet?
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it's still at least a week of from that stage, unfortunately. But hopefully by next week.
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it's still at least a week of from that stage, unfortunately. But hopefully by next week.
Awesome, looking forward to it. How fast is it now?
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idk, it;s in bits and pieces atm.
I would be working on it tonight, but I have to finsih a 10 page report
but tomorrow, it'll be my goal to add some form of depth rendering that works accurately ;)
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It's next week! j/k, it's this week. :D But seriously, did you get a chance to work on this? How did the 10 page paper go?
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No it's not, it's last week! :P
So, quick question, is it wireframe atm? I would assume so, since you are only rendering one polygon :P