On 9/1/05, Alan Cox <[EMAIL PROTECTED]> wrote: > On Iau, 2005-09-01 at 08:00 +0200, Antonio Vargas wrote: > > 2. whole screen z-buffer, for depth comparison between the pixels > > generated from each window. > > That one I question in part - if the rectangles are (as is typically the > case) large then the Z buffer just ups the memory accesses. I guess for > round windows it might be handy. >
There are multiple ways to enhance the speed for zbuffer: 1. Use an hierarchical z-buffer Divide the screen in 16x16 pixel tiles, and then a per-tile minimum value. When rendering a poly, you first check the tile-z against the poly-z and if it fails you can skip 256 pixels in one go. 2. Use scanline-major rendering: for_each_scanline{ clear_z_for_scanline(); for_each_polygon{ draw_pixels_for_current_polygon_and scanline(); } } This is easily done by modeling the scanliner with a coroutine for each polygon to be painted. The zbuffer is reduced to a scanline and is reused for all scanlines, so it's rather fast :) -- Greetz, Antonio Vargas aka winden of network http://wind.codepixel.com/ Las cosas no son lo que parecen, excepto cuando parecen lo que si son. - To unsubscribe from this list: send the line "unsubscribe linux-kernel" in the body of a message to [EMAIL PROTECTED] More majordomo info at http://vger.kernel.org/majordomo-info.html Please read the FAQ at http://www.tux.org/lkml/