Help creating Static Polygons for fast drawing

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DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Sat Sep 28, 2013 8:44 pm

Basically the ram at ~88MB can hold (22/3) million vectors before it has to read from disc
At 3 TEVs to with data parallelism to read 777.6 million vectors if storage was perfect.

DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Thu Oct 10, 2013 2:04 am

I was a little unclear since you it's hard to search two values with trees efficiently since you'll likely have to overdraw taking 5 tevs. If you use trees efficiently and calculater spherically to 8 trig variables with that many dimensions it should get you 2 terraflops at best. This was just to get spherical coords with 2 dimensions.

DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Thu Oct 10, 2013 2:50 am

Made a mistake 2Tflops is 4 trig functions 5 dimensions using tevs with some values stored in edram.

DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Thu Oct 10, 2013 3:44 am

I think i need multipass rendering any advice?

WinterMute
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Re: Help creating Static Polygons for fast drawing

Post by WinterMute » Thu Oct 10, 2013 1:44 pm

Nobody is saying you can't use arrays. Binary data embedded in the application directly is still an array, it just isn't going through an intermediate stage of being converted from human readable data to machine readable data by the compiler. Data loaded from external files is still an array - assuming you read the data into an array.

Your problem is most likely caused entirely by attempting to build the arrays in C.
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DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Fri Nov 01, 2013 1:16 am

Basically i have to read data in from files using stacks and queue which have o(n) traverse time? i only need a linear set so i could burn 256 tevs and 1 register(what are my options other than main tev)
What i want to do is store tev calculations/rendered polygons/calculated data without crashing the compiler. Rendering less than the wii's max is causing black screen. How would i render that model in the zip?

DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Fri Nov 01, 2013 1:20 am

Isn't there an = to command that upholds machine language.

DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Sat Nov 02, 2013 9:45 pm

Also How do you get displaylists to work?

currently this compiles but i don't think its right

char Dcommand=(char*)(GX_Begin);
char QuadVAL=(char*)GX_QUADS;
char Nullers=(char*)GX_NONE;
char caster[]=
{
Dcommand,
QuadVAL,'0', '36',
'8', '0', '7', '0', '2', '0', '3','0',
'1', '1', '2', '1', '7', '1', '6','1',
'1', '2', '0', '2', '9', '2', '10','2',
'4', '1', '1', '1', '10', '1', '11', '1',
'1', '2', '12', '2', '13', '2', '2', '2',
'2', '0', '13', '0', '14', '0', '5', '0',
'18', '2', '15', '2', '16', '2', '17', '2',
'20', '1', '17', '1', '16', '1', '19', '1',
'20', '0', '21','0', '18', '0', '17', '0',
Nullers, Nullers, Nullers, Nullers, Nullers, Nullers, Nullers,
Nullers, Nullers, Nullers, Nullers, Nullers, Nullers, Nullers,
Nullers, Nullers, Nullers, Nullers, Nullers, Nullers, Nullers};

u8 *cat1 ATTRIBUTE_ALIGN(32)=(u8*)caster;
/*(should it be void?)*/
GX_CallDispList(cat1,600);

DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Sat Nov 02, 2013 10:16 pm

I got a weird output.

the cube is the displaylist which flickers?
Attachments
weird displaylist.png
(41.54 KiB) Not downloaded yet

DolphinG89
Posts: 28
Joined: Sat Apr 13, 2013 10:40 pm

Re: Help creating Static Polygons for fast drawing

Post by DolphinG89 » Sat Nov 23, 2013 9:37 am

I think it has something to do with how deflicker and such is handled since the Polygons are being precomputed. Would I have to implement some additional code to stablize the framerate/framebuffer. I think I figured it out its because the array of characters is declared in CPU RAM and when it is feed to GPU there is desync. Is there anyway to combine the casting and declaration with attribute allign maintaining the char datatype for void type pointer?

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