"If there's one thing worse than a program that doesn't work when it should, it's a program that does work when it shouldn't."
- Bob Archer
More pages: 1 ... 11 ... 21 ... 31 ... 41 ... 51 ... 61 ... 71 ... 81 ... 91 ... 101 ... 111 ... 121 ... 130 131 132 133 134 135 136 137 138 139 140 ... 151 ... 161 ... 171 ... 181 ... 191 ... 201 ... 211 ... 221 ... 231 ... 241 ... 251 ... 261 ... 271 ... 281 ... 291 ... 301 ... 311 ... 321 ... 331 ... 341 ... 351 ... 361 ... 365
Query FailedHumus
Thursday, January 15, 2009

Rohit Garg,
They get small, which of course is not optimal, but they are not long and thin, so it's not nearly as much of a problem. Look at the strip case for instance. Every triangle goes all the way from top to bottom. If you double the amount of triangles you're almost doubling the number of quads that are intersected by a polygon edge. For the max area case you're only causing trouble along the outer circle edge. The triangles also never become long. Doubling the triangle count will basically only cause around round of fragment shading along the outer edge. The vast majority of the interior will only be shaded once no matter how many triangles you add.

I've added some additional info about the rasterizer to the post as well.

Humus
Thursday, January 15, 2009

I've fixed that now.

Gr�gory
Thursday, January 15, 2009

which may explain why google reader doesn't highlight the new items

Pedro
Thursday, January 15, 2009

Very interesting test! Thanks for sharing!

Rohit Garg
Thursday, January 15, 2009

Nice job. The info on how to lower the pixel workload was particularly useful. But in the max area scheme, why the tris which are added in the end will give you less workload? They are very small too. Can you please explain this?

Thanks

Stoepsel
Thursday, January 15, 2009

You probably won't believe it, but I spent my whole day working on exactly such a tesselation - even designed espacially for high multi-sampling levels.

I could have saved a lot of work by checking your blog earlier

*great* information, thank you!

Seth
Wednesday, January 14, 2009

Nice analysis. This supports the removal of triangle fans from Direct3D and OpenGL.

Humus
Wednesday, January 14, 2009

Sticking to 80 chars per line made sense back in the days when people used DOS editors. I tend to take a little care and not write too long lines, that's all. Not strict rule, just a little common sense.

As for prefixes, m_ is useful because you can easily see whether you're modifying the class or local variables. Besides you avoid any name clashes. But things like hungarian notation is useless these days IMHO, because any reasonable editor will show the type if you just hover over the variable with the cursor.

More pages: 1 ... 11 ... 21 ... 31 ... 41 ... 51 ... 61 ... 71 ... 81 ... 91 ... 101 ... 111 ... 121 ... 130 131 132 133 134 135 136 137 138 139 140 ... 151 ... 161 ... 171 ... 181 ... 191 ... 201 ... 211 ... 221 ... 231 ... 241 ... 251 ... 261 ... 271 ... 281 ... 291 ... 301 ... 311 ... 321 ... 331 ... 341 ... 351 ... 361 ... 365