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crafti and nGL - a fast (enough) 3D engine for the nspire

b/Calculator Development Started by Vogtinator, May 20, 2016, 10:05:13 PM

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u/gameblabla January 20, 2017, 08:49:28 AM
Quote from: Vogtinator on January 20, 2017, 08:04:03 AM
Good job!
Thanks  :D

Quote from: Vogtinator on January 20, 2017, 08:04:03 AM
Is that the reason for the lack of the overlay textures? (Does it actually have 16 Mb (=2 MB) or 16 MB? The classic Nspire has about 8 MiB free with OS 3.9)
Yes, exactly. They were corrupted when i attempted to show them on the screen. Not sure why ?
And the Dreamcast has 16 MB, 16 Megaoctets, not 16 Megapower.

With only 8 Mib left, i doubt you can run crafti on it :P

QuoteHehe :P If you are able to improve the performance in a upstreamable way, please send patches!
There is certainly a lot of room left, but as I never did any software 3d rendering before nGL I implemented it the most KISS way.

For example, by using spans instead of a z-buffer, only the scanline segments that actually end up on the screen need to be drawn:
https://mikro.naprvyraz.sk/docs/Coding/1/S_BUFFER.TXT
Hmm, this looks interesting. I wonder for which MS-DOS games used this technique ?
Sadly, this is beyond me... especially since you seem to enjoy C++'s tentacles...  ;D
I will look at uploading the framebuffer to a PVR texture instead
Last Edit: January 22, 2017, 09:50:13 AM by gameblabla
u/Vogtinator January 22, 2017, 11:25:09 AM
QuoteYes, exactly. They were corrupted when i attempted to show them on the screen. Not sure why ?
They're created during runtime. You could try to embed them into the RO-section by replacing the newTexture calls with hardcoded ones.
u/Dream of Omnimaga January 22, 2017, 05:26:59 PM
Quote from: gameblabla on January 20, 2017, 08:49:28 AM
Quote from: Vogtinator on January 20, 2017, 08:04:03 AM
Is that the reason for the lack of the overlay textures? (Does it actually have 16 Mb (=2 MB) or 16 MB? The classic Nspire has about 8 MiB free with OS 3.9)
I thouggt that OS 3.9 only left you with 2-3 MB?
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