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!dev!.txt
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202 lines (97 loc) · 3.71 KB
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//unify fragment shader, pass perspective corrected attribs
obtain the vtable function pointer, add the offset to object address?
3.19
/* bug */
// (float->int offset!!! compensate ) prestep
// interp between span int(left),int(right), scan between int(ymin),int(ymax) might cause the texture bilinear filter bug
// use float instead, dx, dy
/????/ texture on back side always has an edge??
/????/no persp correction when clipping?? proof it
/????/lerping when clipping
/????/IMAGE_PLANE_LERP_TO_WORLD_LERP has problem (see scanline_tri, beta) z lerp wrong??
// interpolating linearly in world space / clip space??
http://gamedev.stackexchange.com/questions/29478/silly-question-about-perspective-correct-texture-mapping
// bug!!!! fan triangulation not stable??, alpha -> beta ,use w, not z
// also do triangulation when assemble
triangle->single line // todo: interpolation btwn v0,2 might be wrong
/xxxxxx/ edge flag when doing triangulation when assemble
// for GL_CLAMP on edge, refer to spec
// bitset bug,
y1==y2==y3 always no draw bug??
line loop bug
the mirror sample
check: clipping behind camera?? w<0
check: fog clamp [0,1]
check: mipmap write out the generated images?
check: array pointer
demo (obj) sponzar, mirror(stencil buffer), alpha blend, fog, lighting, 3dsmax like scene operation
// z-buffer how to 32bit....
/xxxxxx/ BitBlt
name list
raster bug top left
// when will dda overflow (long)
/* feature */
// perpixel lighting
two-sided lighting
check parameter, error code handling
// texture mipmap dudx, dvdx
/xxxxx/ render z buffer
/xxxxx/ texture border support
gl_fog_hint, fog per vertex
// pixel center(0.5), top left fill
/xxxxx/ polygon mode
/xxxxx/ aa(1line, thick-line), polygon edge?
/xxxxx/ stipple, polygon offset
// fog
// tex env mode
// edge flag
// vertex array
// strips and loops, and polygons,//triangulation?
http://www.cnblogs.com/danod/archive/2012/08/16/2641663.html mipmap lod
// debug render z-buffer
// http://en.wikipedia.org/wiki/Z-buffering
/xxxxx/accum?
/xxxxx/pixel,bitmap, rasterpos?
/xxxxx/select feedback
/* optimization */
early z test
sse-> rgba, xyzw, clear
/xxxxx/perspective correction at each N pixels, not all, subd affine
clamp col_front_pri early
use self definded marco in switch-case, -> lookup table?
depth mask, color mask, can skip calculation properly
use c macro generate different versions of ETRecord, buffer::plot, select based on glstates
remove redundant headers, like stdio.h
merge cpp, use inline
some macro expand, eval too many time? efficiency, like CLAMP_MIN_MAX
http://www.codeproject.com/Articles/68243/Heresy-II-Why-4D-Homogeneous-Transform-Clip-Projec
face num>=100, concave, obj, rotate translate scale like 3dsmax, rotate view
//////////////////////////////////////////////////////////////////////////////////////
thread-safe modelview matrix
tri-fans same as convex polygon?
add check, set error_code
double or float???
3.13
flood fill optimize parrelell? with bresenham boudary
render boundary to frame buffer and aux bit buffer, then flood fill to frame buffer
Parallel algorithm: process each scan line in
one processor. Each scan line is independent
3.18
//smooth bug(must triangulation)
3.17
display list
array, buffer
3.15
// is it linear in clip space?? lerp attribs
dont do repeated calc, like translate fcolor to 255color first
line clipping bug
spheres
clipping behind camera problem?? boudary width 480 (0,479), in glViewport
scanline exceptions
3.14
clipspace 0,0,0 1,1,1 more efficient?
anti alias (line, with width, point)
http://blog.csdn.net/he_wen_jian/article/details/8563864
http://blog.csdn.net/d04421024/article/details/4852698
http://www.glprogramming.com/red/chapter06.html
shader