#RastPort.AreaInfo
09-Feb-95 04:28:37
Sb: #45512-#RastPort.AreaInfo
Fm: Phillip Wooller 100024,2227
To: Jim Maddox 74667,2175
If I remember correctly the polygon fill doesn't use the blitter line draw
which might speed the process up on a slower machine. Don't forget of course
that you won't just be drawing polygons anyway. The rest of the code is going
to be just as important, and if you can get the two working in parralel (i.e.
the drawing for one frame and the calculation for the next) then it might give
an overall speed increase. I did start looking at writing a fast fill on the PC
(no blitter anyway of course), and unless anyone else can come up with a
quicker way, you could draw the polygon by calculating both sides using two
bresenham lines each side and filling between the two points. That may be a
quicker way, whether after drawing the polygon in one plane you would use the
blitter to copy to the other blitplanes or use the processor (you would have to
check that one out). Doing chunky to bitplane conversions of the whole screen
may not be optimal If you have a fast good hidden surface removal. If you don't
do any removals then the chunky planes may be the way to go (do the chunky
screens in fast ram with 32bit long aligned accesses where possible). It all
depends on how much time you want to spend trying things out (If only it was
easy). Of course if you have to disable the caches on your a4000 it is going to
be alot slower (did it really have self modifying code, I don't remember seeing
any). How fast does the ROM version go when running without AGA or caches? What
you want to do is talk to Jez San who did Starglider II and the mario chip
(Can't remember the offical name) for StarWing/StarFox on the Super Nintendo.
He used to do alot of Amiga stuff (got a mention in the 2.04 ROM kernal manuals
I belive.