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#Three-Dee graphics

#: 34032 S7/ProgrammingForum unknown
    22-Sep-86 22:22:04
Fm: John Freeman 72437,2057
To: Jack Crenshaw 72325,1327

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The big current method of doing efficient 3d graphics is actually quite straightforward. You just need a bundle of RAM to do it, though (and fast dedicated logic). Idea is this: Each projected point (itself gotten from a dedicated multiplier/adder that applies the rotation/translation matrix from the original 3d coords) is tested for the need to be clipped (simple check, 4 compares). If onscreen, check the Z buffer. This is a number, 16 bits at the min, which is the distance to the currently displayed point! If closer (Z value < current Z buffer value, lightening fast compare) then stick the pixel in. If not, then don't (hidden surface). Just do this for all projected points. The Sun/3 graphic hardware has this technique implemented in fast dedicated logic, I think.