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optimize.txt
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optimize.txt
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Obvious open optimizations:
texture mapper speedup
- assembly affine-span drawer
- optimize perspective math to compute less stuff
- overlap perspective divide (and write outer perspective loop in assembly)
- combine out perspective loop and inner affine loop together
reduce overdraw
- span clipper or edge-table system
other inner loops
- assembly surface builder
- assembly scan conversion
outer rendering traversals
- mark nodes with visible faces (need face->node mapping; see design.txt)
- PVS data is an RLE bit-array, which I decode into a non-RLE bit-array.
This decoding would be much faster if the alignment of the bit-arrays
were different.
- precompute node-PVS data, and encode in BSP-order (see design.txt); then
the current first two steps (decode leaf PVS and propogate up BSP tree)
can be a single step which only visits as much of the tree as is visible,
instead of the whole things.