Comment

Comment by bstrobl

By scanline rasterizer I assumed a system similar to the original Quake scene rasterizer best described in Michael Abrash's Graphics Programming Black Book.

The method allows saving substantially on any overdraw since fillrate is really the primary bottleneck here.

I did a quick check on your page and it seems the implementation describes a per triangle setup vs the more complicated solution by Carmack and his team? Could still work well for larger triangles, maybe with a check on triangle size to avoid really small ones.

Quake did after all utilize 3 different rasterizers to optimize performance depending on use case.

parent bstrobl 3 years ago

No comments yet

Be the first to share your thoughts.

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton