Yes, it's true, the dream of many comes true! After 2 years of a long break, I'm back online and working on a new article that gives a deep insight into the world of clipping. :surprise: It should be ready very soon I hope, since I finally have time to work on articles. I hope that many will forgive me the years passed and will take the time to read it. Source will be shipped and will also demonstrate the previous topic (Lighting). I hope, the shading era will not stop you from reading our articles, since software renderers are still highly used.
Thank you!
P.S.
I wish, you would share ideas for what should be in the article :)
P.S.S.
Other two topics to be included are: Vertex caching and Z-Buffering
Software Rasterization, Part VI in development!!!
Started by Mihail121, Aug 25 2007 10:01 PM
6 replies to this topic
#1
Posted 25 August 2007 - 10:01 PM
#2
Posted 28 August 2007 - 05:21 AM
Mihail121 said:
I hope, the shading era will not stop you from reading our articles, since software renderers are still highly used.
Quote
I wish, you would share ideas for what should be in the article :)
Feel free to send me the article for review before putting it online.
#3
Posted 28 August 2007 - 07:14 PM
Nick said:
Shading does not exclude software rendering. ;)
I would start with the basic triangle against arbitrary plane clipping, and then introduce homogenous coordinates for fast frustum clipping.
Feel free to send me the article for review before putting it online.
I would start with the basic triangle against arbitrary plane clipping, and then introduce homogenous coordinates for fast frustum clipping.
Feel free to send me the article for review before putting it online.
Right, shading does not exclude software rendering. I actually ment that "fixed pipelines" together with "software rendering" will remain popular probably for as long as forever, as PCs are not the only thing with processor power out there.
Yes, that was my plan for clipping too. Very well then Nick, I'll send you the article before editing the wiki here!
#4
Posted 07 October 2007 - 08:19 PM
Quote
I wish, you would share ideas for what should be in the article
Describing how (simple) realtime programmable shading could be implemented in the software rasterizer would make an interesting read... :yes:
#5
Posted 26 October 2007 - 06:11 AM
Please could you include texture mapping.
What do you mean that shading doesn't exclude software rendering? do you mean it's possible to use them together?(shading as in hw shaders right?)
I replied to a thread in "Software rendering school part 3 : Triangle rasterization".
But I've seen no reply
What do you mean that shading doesn't exclude software rendering? do you mean it's possible to use them together?(shading as in hw shaders right?)
I replied to a thread in "Software rendering school part 3 : Triangle rasterization".
But I've seen no reply
#6
Posted 26 October 2007 - 06:14 AM
You can do shading in a software renderer (they would be software shaders, not hardware shaders).
reedbeta.com - developer blog, OpenGL demos, and other projects
#7
Posted 26 October 2007 - 10:47 AM
Yep, shaders are just procedures to shade something. HW oder SW, they are still shaders!
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