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Results for "Author: harry balzonya"

ASP_Volume3 #63887
Software Shaders

Software rendering algorithms, implements: point, wireframe, Lambert, Gouraud, Phong/Blinn Lighting models, texture mapping, tangent space Normal/Bump mapping, colored lighting, includes several meshes, textures, and normal maps, uses a proprietary mesh format, but will load wavefront.obj meshes as well..

ASP_Volume3 #63888
qpEngine

qpEngine is a 2d rendering engine with 3d elements. Supports 8,16,24 & 32 bit modes. Features: aligned fills, RLE compression, decompression and blits, alpha transparency, affine and perspective correct texture mapping. New: Added MMX copy/fill routines, blits & fills are around %20 faster. Modified rle blitting & conversion code. conversion is almost %300 faster. The texture mapper is totally redesigned. now there are no restrictions on texture dimensions or size. We're using an active edge list, so polygons no longer need to be decomposed to triangles, and we are no longer restricted to convex polyhedra. This should handle any non-complex polygon. Performance wise we have cut down edge calculations for anything with more than three verts, and overall mapping is around 40% faster. Also the vector library has been overhauled, although at the moment it's still pretty experimental.

4_2005-2006 #169184
Software Shaders

Software rendering algorithms, implements: point, wireframe, Lambert, Gouraud, Phong/Blinn Lighting models, texture mapping, tangent space Normal/Bump mapping, colored lighting, includes several meshes, textures, and normal maps, uses a proprietary mesh format, but will load wavefront.obj meshes as well..

4_2005-2006 #169185
qpEngine

qpEngine is a 2d rendering engine with 3d elements. Supports 8,16,24 & 32 bit modes. Features: aligned fills, RLE compression, decompression and blits, alpha transparency, affine and perspective correct texture mapping. New: Added MMX copy/fill routines, blits & fills are around %20 faster. Modified rle blitting & conversion code. conversion is almost %300 faster. The texture mapper is totally redesigned. now there are no restrictions on texture dimensions or size. We're using an active edge list, so polygons no longer need to be decomposed to triangles, and we are no longer restricted to convex polyhedra. This should handle any non-complex polygon. Performance wise we have cut down edge calculations for anything with more than three verts, and overall mapping is around 40% faster. Also the vector library has been overhauled, although at the moment it's still pretty experimental.

5_2007-2008 #191702
Software Shaders

Software rendering algorithms, implements: point, wireframe, Lambert, Gouraud, Phong/Blinn Lighting models, texture mapping, tangent space Normal/Bump mapping, colored lighting, includes several meshes, textures, and normal maps, uses a proprietary mesh format, but will load wavefront.obj meshes as well..

5_2007-2008 #191703
qpEngine

qpEngine is a 2d rendering engine with 3d elements. Supports 8,16,24 & 32 bit modes. Features: aligned fills, RLE compression, decompression and blits, alpha transparency, affine and perspective correct texture mapping. New: Added MMX copy/fill routines, blits & fills are around %20 faster. Modified rle blitting & conversion code. conversion is almost %300 faster. The texture mapper is totally redesigned. now there are no restrictions on texture dimensions or size. We're using an active edge list, so polygons no longer need to be decomposed to triangles, and we are no longer restricted to convex polyhedra. This should handle any non-complex polygon. Performance wise we have cut down edge calculations for anything with more than three verts, and overall mapping is around 40% faster. Also the vector library has been overhauled, although at the moment it's still pretty experimental.

6_2008-2009 #214220
Software Shaders

Software rendering algorithms, implements: point, wireframe, Lambert, Gouraud, Phong/Blinn Lighting models, texture mapping, tangent space Normal/Bump mapping, colored lighting, includes several meshes, textures, and normal maps, uses a proprietary mesh format, but will load wavefront.obj meshes as well..

6_2008-2009 #214221
qpEngine

qpEngine is a 2d rendering engine with 3d elements. Supports 8,16,24 & 32 bit modes. Features: aligned fills, RLE compression, decompression and blits, alpha transparency, affine and perspective correct texture mapping. New: Added MMX copy/fill routines, blits & fills are around %20 faster. Modified rle blitting & conversion code. conversion is almost %300 faster. The texture mapper is totally redesigned. now there are no restrictions on texture dimensions or size. We're using an active edge list, so polygons no longer need to be decomposed to triangles, and we are no longer restricted to convex polyhedra. This should handle any non-complex polygon. Performance wise we have cut down edge calculations for anything with more than three verts, and overall mapping is around 40% faster. Also the vector library has been overhauled, although at the moment it's still pretty experimental.

7_2009-2012 #236738
Software Shaders

Software rendering algorithms, implements: point, wireframe, Lambert, Gouraud, Phong/Blinn Lighting models, texture mapping, tangent space Normal/Bump mapping, colored lighting, includes several meshes, textures, and normal maps, uses a proprietary mesh format, but will load wavefront.obj meshes as well..

7_2009-2012 #236739
qpEngine

qpEngine is a 2d rendering engine with 3d elements. Supports 8,16,24 & 32 bit modes. Features: aligned fills, RLE compression, decompression and blits, alpha transparency, affine and perspective correct texture mapping. New: Added MMX copy/fill routines, blits & fills are around %20 faster. Modified rle blitting & conversion code. conversion is almost %300 faster. The texture mapper is totally redesigned. now there are no restrictions on texture dimensions or size. We're using an active edge list, so polygons no longer need to be decomposed to triangles, and we are no longer restricted to convex polyhedra. This should handle any non-complex polygon. Performance wise we have cut down edge calculations for anything with more than three verts, and overall mapping is around 40% faster. Also the vector library has been overhauled, although at the moment it's still pretty experimental.

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