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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

June 29, 1999, 07:11 AM

hello !

I have read an article from M Abrash on AEL to compute a span list
(Ramblings in real time column in ddj or zen of graphics programminf t2)

i want to use this technique in my software engine to reduce the overdraw
my engine is not a game engine but a .3ds player so 1000 polys can be seen
(but not draw ...)
i want to handle the intersected polys too

someone has already implemented this technique ?
i want to know the time to build the final spanlist,
maybe this technique will trash with too many polys ?
what is the best data structure ? polys share edges edges share vertices or
only poly share edges (and more edges on the Edge Table)

if you know a faster way for the rasterisation stage please tell me


i have posted something in the texture projection thread

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