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  1. #1

    Thread Starter
    type Woss is new Grumpy; wossname's Avatar
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    Re: DoomSharp

    I'm going to start coding a proper texture rendering function, that does a per-pixel copy onto a quad.

    I just want to see how long it will take. It should be easy to optimise with unsafe code too. It'll probably be unbelievably slow but its worth a look anyway.
    I don't live here any more.

  2. #2
    Frenzied Member Phill64's Avatar
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    Re: DoomSharp

    Hey, only just found this thread (well, was shown it)
    Lots of posts...

    Pixel by pixel will be so slow you dont even want to think about it, just checking the color of pixels of a fullscreen image takes long enough to require being a background function.

    Overall GDI+ is limited by how many pixels are being handled. You may want to think about multi-threading your image (splitting it into quadrants) but this would be tricky as any wall overlapping all four would need rendering 4 times, so that in mind may not even be beneficial, but an idea anyway.

    I have done some 3d stuff in GDI+ before (not as indepth as here) and thought i was really pushing it (because everyone says its pathetic).

    One technique i did use for cubes (was not textured) was line by line (since in perspective the cube gets warped), you could try drawing the texture 1pixel wide at a time. As in px1 (and full height of the wall at this position), px2 of the image (and full height of the wall at this position).

    btw, are you basically recreating doom ? because i'd love to see that to show people how powerful GDI+ truely is (when placed in the correct hands)
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    Last edited by Phill64; Aug 10th, 2005 at 06:47 AM.

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