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Per-pixel 3d rendering...?

 
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onne



Joined: 29 Aug 2006
Posts: 24

PostPosted: Mon Dec 11, 2006 1:50 pm    Post subject: Per-pixel 3d rendering...? Reply with quote

Hi...
I wonder if anyone else has been trying to do per-pixel 3d rendering? ie. writing a phong shader or something similar.

I have written a routine for simple scanline conversion. But the performance already without any per pixel operations seems not to be very good ( 3~6fps with my test mesh (7800 verts, 13700 tris, single 128x128x32b texture) ).

I have not started optimize too much yet, as I'm pretty new to psp programming. I just wanted to hear if someone has tackled with the problem before, or has good pointers to start optimizing?

My scanline is currently storing a huge list of vertices, which is finally rendered using:
Code:
sceGumDrawArray( GU_POINTS ...
and I use Gum's matrix operations for rotations and translations.

The following optimizations I have thought possible so far when browsing through this website (if you have any opinions they might prove handy)


I don't know is it reasonable to write a scanline routine, but that was the only way I figured it's possible to do per-pixel shading.

I appreciate any opinions. : )


EDIT:
--------------------------------------------------------
Kind of related to this is my observation that there seems to be something weird with orthogonal projection. If I do this:

Code:
sceGumOrtho( 0, 480, 272, 0, -1, 1 );


to have my projection fit the screen, I seem to get empty lines just in the middle of the screen (y=127 & y=128)

However when I do the following, everything seems fine:
Code:
sceGumOrtho( 0, 480, 272+1, 0, -1, 1 );
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