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InsideQC Forums • View topic - Engoo

Engoo

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Re: Engoo

Postby qbism » Thu Jan 31, 2013 3:14 am

Lots of array indexing. Maybe unroll the standard non-RGB MIP loop first and copy it two times (R, G, B).
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Re: Engoo

Postby leileilol » Fri Feb 01, 2013 12:21 am

Somehow i think that would go slower, and would also bring up the issue of doing the 24to8 lookup thrice

anyway i've committed the unroll crap
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Re: Engoo

Postby mankrip » Sat Feb 02, 2013 7:04 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Engoo

Postby qbism » Sat Feb 02, 2013 5:19 pm

How much could RGB color and map textures be crunched into fewer bytes and still look decent when the output is 8 bit? 12 bit color may be as good as 24bit. Can it get low enough to do more indexing with target memory range? 32mb DOS maybe no. 512mb XP maybe yes.
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Re: Engoo

Postby leileilol » Sat Feb 02, 2013 11:30 pm

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Re: Engoo

Postby mh » Sun Feb 03, 2013 1:56 am

If I was going to do this, the way I'd do it would be to make 3 separate colormaps - one for each of R, G and B, then output to 3 separate color buffers - one again for each of R, G and B. Mix them together at swapbuffers time to get the final image.

I have no idea what the performance would be like, but the main advantages I see would be that you get to keep the original ASM code (with all of it's wacky Abrash optimizations) because you're writing to 8-bit targets, and various blends/colour shifts/palette hackery/etc can be done more-or-less for free because they can be applied during the final mix.
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Re: Engoo

Postby leileilol » Sun Feb 03, 2013 2:24 am

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Re: Engoo

Postby mh » Sun Feb 03, 2013 1:23 pm

It shouldn't be a problem with fullbrights at least; you'd have 3 colormap tables (you really only need one though) each of 256x64 bytes and each translating a 0..255 base to it's lit equivalent, so you could maintain fullbright columns in the table.
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Re: Engoo

Postby qbism » Sun Feb 03, 2013 3:53 pm

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Re: Engoo

Postby leileilol » Mon Feb 04, 2013 3:24 am

I actually have the 3 blocks thing half-implemented (generating the 3 color maps as theorized even). I have to swap it in the blockdrawer and call the block drawer thrice.

HOWEVER what I have a problem with is lightwidth. How the hell do I add that necessary " * 3" in the ASM?


Also, merging surfrowbytes, or prowdest? Sometimes i'm confused where it's writing to.
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Re: Engoo

Postby taniwha » Tue Feb 05, 2013 5:29 am

lea eax, [eax + 2*eax] (or something very similar, I might have the syntax wrong). iirc, it's 1 clock cycle (or was on a 486).

that's probably the fastest 3 * you can get in asm (though using something other than eax as the dest might help, I don't know).
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Re: Engoo

Postby leileilol » Tue Feb 05, 2013 11:04 am

leal (%ecx + 2*%ecx),%ecx // works

anyhow i have committed the experimental mess for you to laugh, i mean look at. Trying to make new prowdests with the separate components is easier said than done (and it's not done :( )
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Re: Engoo

Postby leileilol » Fri Feb 15, 2013 9:41 pm

I tried to apply dithering to models
Image

Also you know what looks neat? Colored chiaroscuro
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Re: Engoo

Postby leileilol » Sat Feb 23, 2013 7:34 am

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Re: Engoo

Postby ceriux » Sun Feb 24, 2013 7:08 am

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