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Re: Help creating Static Polygons for fast drawing
Posted: Sat Sep 28, 2013 8:44 pm
by DolphinG89
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.
Re: Help creating Static Polygons for fast drawing
Posted: Thu Oct 10, 2013 2:04 am
by DolphinG89
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.
Re: Help creating Static Polygons for fast drawing
Posted: Thu Oct 10, 2013 2:50 am
by DolphinG89
Made a mistake 2Tflops is 4 trig functions 5 dimensions using tevs with some values stored in edram.
Re: Help creating Static Polygons for fast drawing
Posted: Thu Oct 10, 2013 3:44 am
by DolphinG89
I think i need multipass rendering any advice?
Re: Help creating Static Polygons for fast drawing
Posted: Thu Oct 10, 2013 1:44 pm
by WinterMute
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.
Re: Help creating Static Polygons for fast drawing
Posted: Fri Nov 01, 2013 1:16 am
by DolphinG89
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?
Re: Help creating Static Polygons for fast drawing
Posted: Fri Nov 01, 2013 1:20 am
by DolphinG89
Isn't there an = to command that upholds machine language.
Re: Help creating Static Polygons for fast drawing
Posted: Sat Nov 02, 2013 9:45 pm
by DolphinG89
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);
Re: Help creating Static Polygons for fast drawing
Posted: Sat Nov 02, 2013 10:16 pm
by DolphinG89
I got a weird output.
the cube is the displaylist which flickers?
Re: Help creating Static Polygons for fast drawing
Posted: Sat Nov 23, 2013 9:37 am
by DolphinG89
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?