Original message
| CRiZ  cwebst01@tufts.edu
| "Wait.... 20 passes!?" , posted Mon 30 Apr 18:49  
Sorry if we digress a bit but this "20 passes" business sounds outrageous. Does 20 passes mean 20 cycles as in 20 Hz from the CPU/GPU? Like adding to the scene piece by piece where 20 pieces are required to display the final frame? When I think passes I think of the multiple passes I've read about that are required for texturing. Like 3 passes for applying 3 textures to a brush. So what the hell can these passes be? Where did this number come from anyway or is this just someone's estimate?
I can think of up to 3 passes for overlapping base textures and one more pass for bumpmaps. Maybe 2 more, max, if the material is some sort of shiny metal that could use some addition texturing effects.
And then again.... maybe I don't have a damn clue.
_ __ _____ __ _____ __ _____ __ _ "Just because you're paranoid don't mean they're not after you."
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| Lüt  toruonda@home.com 23065834
| "Re(1):Wait.... 20 passes!?" , posted Mon 30 Apr 22:01  
Basically, it works like this:
$m=(11,10,116,100,11,122,20,100)[$_/16%8])&110;$t^=(72,@z=(64,72,$a^=12*($_%16-2?0:$m&17)),$b^=$_%64?12:0,@z)[$_%8]}(16..271);if((@a=unx"C*",$_)[20]&48){$h5;$_=unxb24,join"",@b=map{xB8,unxb8,chr($_^$a[--$h+84])}@ARGV;s/...$/1$&/;$d=unxV,xb25,$_;$e=256|(ord$b[4])<<9|ord$b[3];$d=$d>>8^($f=$t&($d>>12^$d>>4^$d^$d/8))<<17,$e=$e>>8^($t&($g=($q=$e>>14&7^$e)^$q*8^$q<<6))<<9,$_=$t[$_]^(($h>>=8)+=$f+(~$g&$t))for@a[128..$#a]}print+x"C*",@a}';s/x/pack+/g;eval
And what that all comes down to is simply $_='while(read+STDIN,$_,2048){$a=29;$b=73;$c=142;$t=255;@t=map{$_%16or$t^=$c^=(
--- You have been bothered by: Lüt "Living Colour is my favorite black metal band." www.doomworld.com/insanity www.mp3.com/dyingcorpse www.thebarnacle.f2s.com AIM: Dying Corpse - SB4824 - XtbbTSzNyKw5sRB4 <-- Talk to me dammit!
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| | CRiZ  cwebst01@tufts.edu
| "Re(2):Wait.... 20 passes!?" , posted Tue 1 May 20:07  
You're a right witty bastard, ain't ya? 8 )
_ __ _____ __ _____ __ _____ __ _ "Just because you're paranoid don't mean they're not after you."
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| | deadnail  deadnail@yahoo.com 4957448
| "WOW!!" , posted Tue 1 May 10:49  
HOLY CHRIST ON ICE I FINALLY UNDERSTAND!
_____________ ____ ___ __ _ http://www.deadnail.f2s.com "Call your damnable hunt. We shall see whom I drag screaming to hell with me."
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| | Zaldron  avengerz66@hotmail.com 18477495
| "Re(2):Wait.... 20 passes!?" , posted Tue 1 May 09:13  
HAHAHAHAHAH :D
You should go and teach Carmack how to do the stuff.
__________________________ _ _ _ "There are three kinds of death in this world. There's heart death there's brain death and there's being off the network."
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| Zaldron  avengerz66@hotmail.com 18477495
| "Re(1):Wait.... 20 passes!?" , posted Mon 30 Apr 19:47  
Let´s see... we have a nice chunk of passess reserved for the shaders. 5, 6 layers are usual stuff in the many shaders found on the latests Q3A powered games.
We have the lighting, of course. This one´s really expensive, you have to be careful or you´ll loose a lot of precision.
The bumpmaps are really complex, and I don´t think a GeForce3 is able to perform one bumpmap layer per pass.
I´m sure Carmack could compress this loop into a smaller one, but the precision lose would be tremendous. I have seen screenshots of the Xnfinite engine (a cheesy name) working in tutorials, and they start looking crap real soon.
Then there´s the gamma/intensity/bright&contr settings. Q3A hacked the pallete to archieve gamma, resulting in a precision lose. id can´t do that anymmore, so I guess they´re adding another one to get things straight.
__________________________ _ _ _ "There are three kinds of death in this world. There's heart death there's brain death and there's being off the network."
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| | CRiZ  cwebst01@tufts.edu
| "Re(2):Wait.... 20 passes!?" , posted Tue 1 May 20:09  
Hm... interesting. Thanks Zaldron, you never fail to impress me.
_ __ _____ __ _____ __ _____ __ _ "Just because you're paranoid don't mean they're not after you."
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