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Optimizing the implicit-equation drawing February 20, 2006

Posted by winden in coding, demoscene.
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NOTE: moving to my new winden homepage

advancing the softrender startup February 15, 2006

Posted by winden in coding, demoscene.
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Yesterday I managed to retrofit some tests I did earlier so that I can generate the window and openglview via code instead of declaring it on the NIB file, and also cleaned up a bit the sizing code, now you just declare the width and height on the delegate and both the window, the openglview and the physical framebuffer get this size for rendering o/

Feel free to take a ride on 0.2

Next step will be fullscreen support I think…

softrender startup for OSX February 13, 2006

Posted by winden in coding, demoscene.
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It has been a long time since I started testing how to compile a Cocoa .app from the command line, and today I managed to make it work… it’s a very basic startup which provides for loading graphics via the builtin Quicktime libraries and rendering a framebuffer into a window via the builtin OpenGL system… as you can see no SDL crap taking 50% CPU for nothing… the OpenGL system allows using 32bit RGBA, 16bit RGB or 16bit YUV framebuffer and blits it to the window using DMA with zerocopy buffers… using some Apple extensions we manage to convince the system not to copy the buffer to kernel memory and gfx card not to copy the buffer to video ram before drawing… at the end due to running windowed the system is placing a copy on videoram prior to compositing the screen but it’s fully async and automatic and when running fullscreen should be able to do hardware double buffering for tear-free 100hz movement :)

Just have a look at the sourcecode and ask me any questions you manage to find out…

todo list for this crap:

  • use code to generate the window and view objects instead of NIB files
  • manage to use Quicktime to load some audio file and sync to it
  • make a fullscreen mode (maybe easier when given the code-generated method?)