Colourless said:
Yeah, I noticed you were doing everything in FP. Using FP really simplifies things a lot. For me, however, that isn't really an option since I 'may' want to port the rasterizer to various PDAs and they don't have FPUs.
unfortunately they don't. apropos, performance considerations aside, fixed-point has the advantage of range uniformity over floating point, which could be usefuly even when it comes to reference rasterization - i, personally, would rather have 16.16 fixed point than 8e23 float in the pixel pipeline, but that's just me.
and i wouldn't be too much surprised if it turned out being on par with the unoptimised point sampling performance-wise
Reminds me of the time I wrote a point sampling upscaler that managed to be slower than a bilinear upscaler. A badly designed point sampler can be far slower than anticipated.
yes, of course, everything's relative
anyhow, talking about heavy tex. sampling modes, yesterday i scrapped yet another implementation of mipmapping for THURP, and i don't want to use OGL's version as i don't particularly like it. so still pondering on the best (mathematically) mipmapping.
Mipmapping is something that I don't know if I'll bother with. It would be neat to support it, but I just don't know if it's worth the trouble. The miplevel calcs are going to marginally slow things down so, for now, I'm not looking much into it.
well, there are some distance-to-cam fx techniques that rely on mipmapping. and when it comes to reference rasterization you just can't ommit mipmapping, no matter that performance-wise it could be a hog. but hey, nobody said CPU have reached their speed limits!
so there may always be some room left for little mipmapping, even on PDAs, just maybe not today
Anyway, in case you were interested, here are 2 screenshots of some models from Quake 3.
First one is a rendering of the Quake 3 Hunter model with the Harpy skin holding a Railgun. It's got 2 texture layers (environment map and blended decal). It's rendered with Point Sampling.
http://www.users.on.net/triforce/hunter.png
nice screenshot. honeslty, the environment map and skin look perfectly adequate with point sampling. and since the model polies are small affine looks good either. i guess one could stick to using this setup when drawing similar env-mapped characters.
The second one is of Slash with a skin (and shader) that I 'made', firing the Rocket Launcher. There are 3 texture layers (environment map, filter for envmap, and blended decal). I used Bilinear filtering for this shot.
http://www.users.on.net/triforce/slash.png
beautiful. nicely-conveyed minor details. and the blending is flowless. affine does fine again. thank you for posting those screenshots, colourless!
apropos, i'm wondering whether you'd be willing to share your q3 maps/chars reader? i'd post some shots of THURP, too, but at this time it's all cubes and spheres - boring, nothing comparable to Slash and Hunter from Q3