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29 Jul 2024 00:24:00 EDT (-0400)
  Games (Message 11 to 14 of 14)  
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From: scott
Subject: Re: Games
Date: 25 Jan 2013 03:17:51
Message: <51023faf$1@news.povray.org>
> sorry, I was impersonating Andrew

I thought that was maybe the case at first, but you needed a :-)

:-)


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From: Orchid Win7 v1
Subject: Re: Games
Date: 25 Jan 2013 03:36:50
Message: <51024422$1@news.povray.org>
On 24/01/2013 09:40 AM, scott wrote:
> Seriously though, if your goal is to create a bitmap representation of
> the math curve, what difference does it make if you check every pixel in
> the image to see if it lies on the curve, or you convert the curve into
> a list of pixel-sized straight lines and then colour those pixels?
> Different maths but same result.

Sure. But nobody does that yet.


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From: scott
Subject: Re: Games
Date: 25 Jan 2013 09:31:30
Message: <51029742$1@news.povray.org>
>> Seriously though, if your goal is to create a bitmap representation of
>> the math curve, what difference does it make if you check every pixel in
>> the image to see if it lies on the curve, or you convert the curve into
>> a list of pixel-sized straight lines and then colour those pixels?
>> Different maths but same result.
>
> Sure. But nobody does that yet.

It's pretty much there though, not like the 90's where you got triangles 
100 pixels wide on supposedly curved shapes. Arguably you're never going 
to get to the exact situation where every triangle is 1 pixel wide 
because nobody will notice the improvement over a small amount of 
approximation, and it's thus better to spend the GPU time on other effects.


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From: Orchid Win7 v1
Subject: Re: Games
Date: 25 Jan 2013 13:32:35
Message: <5102cfc3$1@news.povray.org>
On 25/01/2013 02:31 PM, scott wrote:
>>> Seriously though, if your goal is to create a bitmap representation of
>>> the math curve, what difference does it make if you check every pixel in
>>> the image to see if it lies on the curve, or you convert the curve into
>>> a list of pixel-sized straight lines and then colour those pixels?
>>> Different maths but same result.
>>
>> Sure. But nobody does that yet.
>
> It's pretty much there though, not like the 90's where you got triangles
> 100 pixels wide on supposedly curved shapes. Arguably you're never going
> to get to the exact situation where every triangle is 1 pixel wide
> because nobody will notice the improvement over a small amount of
> approximation, and it's thus better to spend the GPU time on other effects.

It depends. If you're doing something like hair simulation, hairs with 
right-angle kinks in them are very, very noticeable. If it's something 
like a distant rock face or something, you're probably not paying much 
attention to it, and the rock texturing will probably hide it, mostly...


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