On 2017-05-18 13:42, Reimar Grabowski wrote:
The GPU also does clipping calculations
based on the viewpoint (camera position) in the 3D scene.
Camera position?
OpenGL has no concept of a camera.

Yes, yes, but you know what I mean. Camera, View Point, Player View whatever. And yes I know there is no "real camera", its the scene that moves in the opposite direction to the user input.


Why do you have to *calculate* *all*?

My original project was to implement a _software_ raycaster, so no GPU, no OpenGL etc. Old old early 90's style programming.

This thread is getting a bit ridiculous - just like the Lazarus Forum thread did. Bottom line is, the exact same code (identical, just the language syntax that differed) produced acceptable results with GCC and Java. It didn't with FPC. We all now know FPC doesn't do such a great job at optimisation (I know the reasons why), and that the graphics API's is also not to blame. So lets leave it at that.

Regards,
  Graeme

--
fpGUI Toolkit - a cross-platform GUI toolkit using Free Pascal
http://fpgui.sourceforge.net/

My public PGP key:  http://tinyurl.com/graeme-pgp
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