Actually, 3 or 4 for the cube, now I think about it. But you get the point. Always nicer when you realise that what you're doing exactly fits an extremely well-documented and well-known data structure and algorithm.
On Fri, May 28, 2010 at 8:54 AM, Thomas Harte <tomh.retros...@gmail.com> wrote: > I had one further thought on this overnight: if you expand the planes > bounding a convex object out to infinity then you get a series of > convex cells surrounding the object. Which cell you're in exactly > determines which faces you can see and the natural way to figure out > which convex cell a player is in is a BSP tree. So you could reduce > the face visibility check from its current linear time to logarithmic > time - 5 or 6 checks for the Cobra Mk 3 (the most complicated model > I've tried) rather than 30 odd and always 3 rather than 6 for the cube > (the simplest). > > It definitely helps to talk about this stuff... > > On Thursday, May 27, 2010, Thomas Harte <tomh.retros...@gmail.com> wrote: >> My own routine. It's in the drawline.z80s file, and it should be safe >> to swap it out for any other function as long as it accepts the same >> input and leaves the same registers intact (I think just IX and IY, >> but go with whatever the comment in that file says rather than what >> I'm saying now). >> >> My understanding was that the way that they've generalised the pixel >> plotting step to support different drawing modes and to do viewport >> testing within the line routine means that the ROM routines would be >> slower than my RAM routines. My routines benefit from only ever doing >> one of two things: >> >> - drawing a solid, single pixel wide line that is definitely entirely >> on the screen (ie, no need to test per pixel) >> - erase an old line, being allowed also to blank out any other pixels >> the routine feels like (which in practice means that it calculates the >> correct (x, y) for each pixel then just zeroes that byte in video >> memory, actually blanking two pixels) >> >> The latter could probably be faster if you halved the notional x >> resolution in which you're drawing and blanked out four pixels rather >> than two (to deal with occasions when the rounded version pixels the >> byte one to the side of the one that the non-rounded routine would >> have picked). I haven't experimented there. >> >> On Thu, May 27, 2010 at 3:19 PM, Roger Jowett <rogerjow...@gmail.com> wrote: >>> how are lines drawn using rom routine or your own? >>> >>> On 27 May 2010 15:14, Thomas Harte <tomh.retros...@gmail.com> wrote: >>>> Removing hidden line removal would save the time calculating face >>>> visibility but then add to transformation and drawing costs. >>>> >>>> The code at present always does a calculation for every defined face, >>>> always considers a calculation for every defined line and performs >>>> calculations for vertices only if they are used as part of the model >>>> as it is visible for that draw operation. Vertices that are connected >>>> only to lines that aren't visible aren't transformed. >>>> >>>> If I were to rewrite it, I would adjust that so that, as a first >>>> measure, a calculation is performed for every defined face but lines >>>> that aren't connected to visible faces are never even considered. >>>> That's not a massive win in performance terms because all it does for >>>> lines at the minute is run through reading a couple of flags and >>>> proceeding or discarding based on the combination of those. However, >>>> if I were then able to add a broad phase to the face stuff* then it'd >>>> really start to pay off down the hierarchy. >>>> >>>> * as in, a prepatory step that interrogates some sort of hierarchical >>>> structure and hence discards large swathes of faces without doing a >>>> calculation for each. Usually it saves time even if it is able to >>>> reject, say, only 90% of invisible faces and then you have to do the >>>> face-by-face tests on each of the remaining potentially visible set. >>>> I've never been 100% on the best, or even a necessarily suitable >>>> hierarchical form. >>>> >>>> On Thu, May 27, 2010 at 12:51 PM, Roger Jowett <rogerjow...@gmail.com> >>>> wrote: >>>>> so no hidden line removal speeds things up a bit... >>>>> http://www.worldofspectrum.org/infoseekid.cgi?id=0003126 >>>>> theres a screen shot only the roads were solid line the objects seemed >>>>> to be dots and not hidden line either >>>>> think in th erooms things were all solid >>>>> can be seen better in this screen shot >>>>> >>>>> http://www.worldofspectrum.org/infoseek.cgi?regexp=^Mercenary%3a+The+Second+City$&pub=^Novagen+Software+Ltd$&loadpics=1 >>>>> >>>>> thought battle carrier command were pretty solid/shaded 3dnot vecotrs? >>>>> >>>>> On 27 May 2010 12:08, Thomas Harte <tomh.retros...@gmail.com> wrote: >>>>>> Without being able to answer on the Timex or the extent to which the >>>>>> RAM upgrade would benefit 128k emulation, was Mercenary the one where >>>>>> they appeared to be drawing on only every other scanline? It's >>>>>> possible I've merged it with Battle Command (filled polys, draws only >>>>>> every other line) in my memory. >>>>>> >>>>>> I'm not completely sure on the external RAM modules, but my >>>>>> understanding is that they're not contended at all, which would be a >>>>>> substantial speed improvement for the 3d calculation parts of this >>>>>> sort of code and some improvement to the pixel throwing. >>>>>> >>>>>> Technically my code can do display without hidden line removal, it's >>>>>> just a consequence of the algorithm rather than a deliberately >>>>>> designed feature. It's the Elite method, each line is considered a >>>>>> potential edge and connected to two faces. If either face is visible >>>>>> then the line is drawn. The links are pointers, so you'd set both >>>>>> pointers to a face that isn't connected as part of the model (so the >>>>>> code won't recalculate whether it is visible when you draw) and has >>>>>> the visibility flag set. >>>>>> >>>>>> On Thu, May 27, 2010 at 9:30 AM, Roger Jowett < >