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Kenneth wrote:
> --that OpenGL was definitely and always faster than
> raytracing. What a surprise!
Here's possibly an even easier way to think of it.
Scanline rendering renders every object in the scene one at a time,
whether it needs to or not. If several spheres are stacked on top of
each other, it will waste time rendering the spheres that are hiding in
the background.
A raytracer will go to that pixel, and only render the closest object
for that pixel.
So, if your image has lots of empty space, a scanline renderer won't
waste time working on that empty space. On the other hand, if you have a
cluttered scene with object stacked on top of each other, a raytracer
won't waste time on the objects you can't see anyway.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
The flavor of Redcode used in this guide is (mostly) the current de
facto standard, the ICWS '94 Standard Draft with pMARS 0.8 extensions.
(Sort of like the Netscape extensions to HTML... Hmm... Luckily we still
don't have a Microsoft Corewar Simulator. Maybe they think the market's
too small.)
-- Ilmari Karonen, http://vyznev.net/corewar/guide.html
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