Tag Archives: polygon

Just keeping it real, part 4

Wow, part 4 already. I was only planning for 2 parts initially: one for PC, and one for Amiga. But after 3 parts, there is still some unfinished business. Let’s see if I can wrap it up now. First, let’s … Continue reading

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Just keeping it real, part 3

Last time, I left you after an introduction to the Amiga. This time, let’s get right down to the technical stuff. The first thing we have to do, is to set up our graphics screen. More custom hardware: the copper I … Continue reading

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Just keeping it real, part 2

Right, let’s just pick it back up where I left off. Last time, I spoke of the polygon fill routines that I had developed for CGA, EGA and VGA. At the time they weren’t much more than that, so there … Continue reading

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Just keeping it real… old skool style

The past few days I’ve been programming some graphics… but not in the usual way… No, I had to get some things out of my system. I’ve had a lot of computers over the years, and I’ve always been interested … Continue reading

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What people like caveman-jim still don’t get about tessellation…

Today I read this post by caveman-jim on the Rage3D forums: “…NVIDIA have lots of smaller tessellators where AMD has a single unit (two in VLIW-4 Cayman). This works great for tessellation factors (the # of subdivision) between 4 and 16, … Continue reading

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Crysis 2 tessellation…

The new DirectX 11 features in Crysis 2 were documented quite nicely by Crytek in this document: http://www.mycrysis.com/sites/default/files/support/download/c2_dx11_ultra_upgrade.pdf It sounds good: they use tessellation only where required, and tessellation uses an adaptive approach. They use Parallax Occlusion Mapping (POM) for … Continue reading

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