Hi Roger! Just wanted to let you know that your postings have successfully got me to a working playground and communicating with the PiTrex.
One issue that I continue to think about involving vector rendering is z-buffering (yes, that is probably not the right term in this case since this isn't a raster-based render). I have been really trying to think of a way to cull lines that can't be seen. From my own experience, the actual drawing of vectors is the most time-consuming part of each cycle. But, since we are now using a much faster processor, it should be possible to remove unwanted lines before rendering. Back-face culling is straight forward enough, but removing obscured front-facing vectors seems to be the challenge.
Yes hidden line algo is part of the engine. The public engine is not yet finished, a lot of features will come but the source is always on the same state as the newsletters. I will publish soon a content overview what you can expect and when, the next 6 newsletters are already drafted and much more to come :)
Sounds great, Roger. Sorry for jumping the gun! I'm looking forward to your discussions about how the engine deals with the limitations of a vector screen.
Hi Roger! Just wanted to let you know that your postings have successfully got me to a working playground and communicating with the PiTrex.
One issue that I continue to think about involving vector rendering is z-buffering (yes, that is probably not the right term in this case since this isn't a raster-based render). I have been really trying to think of a way to cull lines that can't be seen. From my own experience, the actual drawing of vectors is the most time-consuming part of each cycle. But, since we are now using a much faster processor, it should be possible to remove unwanted lines before rendering. Back-face culling is straight forward enough, but removing obscured front-facing vectors seems to be the challenge.
Any thoughts?
-Stefan
Hi Stefan, you actually need a bit patience, lol.
Yes hidden line algo is part of the engine. The public engine is not yet finished, a lot of features will come but the source is always on the same state as the newsletters. I will publish soon a content overview what you can expect and when, the next 6 newsletters are already drafted and much more to come :)
Roger
Sounds great, Roger. Sorry for jumping the gun! I'm looking forward to your discussions about how the engine deals with the limitations of a vector screen.
Thanks,
-Stefan