Rendering for making texture

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Masahiko Yamanaka (wry++at++dimwit.dst.nk-exa.co.jp)
Thu, 02 Feb 1995 16:09:49 +0900


Hello.

I'm trying to make a method of rendering for the spherical projector.

As Interactive 3D graphics is expected, frame rate is very important.
# So, I think I have to use Geometry Engine.

Unfortunately there seems to be no easy way.
# If the mapping from RM to RGB signal is programmable, it's easy.

Then, there will be following 2 method.

1. render many many channels
2. render some(maybe 4 for half a sphere) channel, load them to texture
   memory, and render 1 channel includes many polygons using texture

The contents ( models ) will be very heavy (large number of vertices), So
I don't want to use the method 1.

Then I tried to test the method 2. But pixel reading was very expensive.

I have following questions.

1. If I must use the method 2, can I render to the ordinary memory
   ( not frame buffer ) or the texture memory ?
2. Can I do the DMA translation between the normal plane and texture
   memory ?
3. Are there any better ways ?
4. Will the next RealityEngine support any convenient function for this ?
   Should I wait for the next RE ?

BTW, I posted a question about the pfSeqDuration() routine.
Aren't there no bugs about speed parameter ?

Non-1.0 value doesn't seems to work for me.

Any help about the spherical projector and the pfSeqDuration()
will be greatly appreciated.

Thanks for your time.

--
Masahiko Yamanaka. 

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