Here's an excellent paper on perspective correct interpolation: Triangle Scan Conversion using 2D Homogeneous Coordinates (section 4 in particular). It might also be useful to read my article on Advanced Rasterization.
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Real name
Nicolas Capens
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Ottawa, Ontario
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In Topic: Perspective correct texture mapping problem
02 February 2013 - 02:42 AM
With Haswell around the corner, now is a great time to learn software rendering! 
Here's an excellent paper on perspective correct interpolation: Triangle Scan Conversion using 2D Homogeneous Coordinates (section 4 in particular). It might also be useful to read my article on Advanced Rasterization.
Here's an excellent paper on perspective correct interpolation: Triangle Scan Conversion using 2D Homogeneous Coordinates (section 4 in particular). It might also be useful to read my article on Advanced Rasterization.
In Topic: Source Engine Faster On Linux
07 August 2012 - 12:05 AM
alphadog, on 04 August 2012 - 02:14 PM, said:
http://www.extremete...even-on-windows
Linux/OpenGL/L4D2: 315 fps
Windows 7/OpenGL/L4D2: 303.4 fps
Windows 7/DirectX/L4D2: 270.6 fps
Linux/OpenGL/L4D2: 315 fps
Windows 7/OpenGL/L4D2: 303.4 fps
Windows 7/DirectX/L4D2: 270.6 fps
Seems kinda pointless and insignificant to me. I mean, as mentioned in the article, their initial version ran at just 6 FPS, and so obviously it required lots of optimization. But they could easily overshoot the Windows results that way, by chance (or intentionally). This old engine was never optimized to run at 300 FPS on Windows a killer system like that. It was optimized to run at 30 FPS on a GMA 950 or something like that. I'm fairly confident that optimizing it on Windows, again, would result in similar or higher framerates (if they really wanted to).
So I'd be a little skeptical about attributing these different results solely to the operating systems. I certainly don't want to exclude the possibility that Linux is indeed more efficient, but the above data is anecdotal at best and not good science.
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