X-Git-Url: http://www2.svjatoslav.eu/gitweb/?a=blobdiff_plain;ds=sidebyside;f=doc%2Findex.org;h=85829455fa5606865dcebe5dd0ef7db89ca68f25;hb=316a696bf9db6e8eddf90ef3df5e1119481c0192;hp=b164b18351be795157a6cba27c686ca2c4eb1d68;hpb=84d9d8e0f410351bf7938a33472452b799a8dc59;p=sixth-3d.git
diff --git a/doc/index.org b/doc/index.org
index b164b18..8582945 100644
--- a/doc/index.org
+++ b/doc/index.org
@@ -11,12 +11,8 @@
#+HTML_HEAD:
* General
-- This is a subproject of [[https://www3.svjatoslav.eu/projects/sixth/][Sixth]]
-
-- This program is free software: you can redistribute it and/or modify
- it under the terms of the [[https://www.gnu.org/licenses/lgpl.html][GNU Lesser General Public License]] as
- published by the Free Software Foundation, either version 3 of the
- License, or (at your option) any later version.
+- This program is free software: released under Creative Commons Zero
+ (CC0) license
- Program author:
- Svjatoslav Agejenko
@@ -105,7 +101,7 @@ Maven *pom.xml* file snippet:
eu.svjatoslav
sixth-3d
- 1.1
+ 1.2
...
@@ -115,7 +111,7 @@ Maven *pom.xml* file snippet:
svjatoslav.eu
Svjatoslav repository
- http://www2.svjatoslav.eu/maven/
+ http://www3.svjatoslav.eu/maven/
...
@@ -123,6 +119,11 @@ Maven *pom.xml* file snippet:
For API usage examples, see [[https://www3.svjatoslav.eu/projects/sixth-3d-demos/][demos]].
* TODO features to add
++ read this as example, and apply improvements/fixes where applicable:
+ http://blog.rogach.org/2015/08/how-to-create-your-own-simple-3d-render.html
+
++ Improve triangulation. Read: https://ianthehenry.com/posts/delaunay/
+
+ Partial region/frame repaint: when only one small object changed on
the scene, it would be faster to re-render that specific area.
@@ -133,30 +134,29 @@ For API usage examples, see [[https://www3.svjatoslav.eu/projects/sixth-3d-demos
+ Antialiazing. Would improve text readability. If antialiazing is too
expensive for every frame, it could be used only for last frame
before animations become still and waiting for user input starts.
+** Render only visible polygons
++ This would significantly reduce RAM <-> CPU traffic.
-+ Render only visible polygons.
- + This would significantly reduce RAM <-> CPU traffic.
-
- + General algorithm description:
- + For each horizontal scanline:
- + sort polygon edges from left to right
- + while iterating and drawing pixels over screen X axis (left to
- right) track next appearing/disappearing polygons.
- + For each polygon edge update Z sorted active polygons list.
- + Only draw pixel from the top-most polygon.
- + Only if polygon area is transparent/half-transparent add
- colors from the polygons below.
++ General algorithm description:
+ + For each horizontal scanline:
+ + sort polygon edges from left to right
+ + while iterating and drawing pixels over screen X axis (left to
+ right) track next appearing/disappearing polygons.
+ + For each polygon edge update Z sorted active polygons list.
+ + Only draw pixel from the top-most polygon.
+ + Only if polygon area is transparent/half-transparent add
+ colors from the polygons below.
- + As a bonus, this would allow to track which polygons are really
- visible in the final scene for each frame.
++ As a bonus, this would allow to track which polygons are really
+ visible in the final scene for each frame.
- + Such information allows further optimizations:
+ + Such information allows further optimizations:
- + Dynamic geometry simplification:
- + Dynamically detect and replace invisible objects from the
- scene with simplified bounding box.
+ + Dynamic geometry simplification:
+ + Dynamically detect and replace invisible objects from the
+ scene with simplified bounding box.
- + Dynamically replace boudnig box with actual object once it
- becomes visible.
+ + Dynamically replace boudnig box with actual object once it
+ becomes visible.
- + Dynamically unload unused textures from RAM.
+ + Dynamically unload unused textures from RAM.