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InsideQC Forums • View topic - Subdiv16 for sprites?

Subdiv16 for sprites?

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Subdiv16 for sprites?

Postby leileilol » Wed Sep 11, 2013 12:00 am

Surely would this be faster for sprite rendering if it nicked code from the bsp spans for subdivided drawing? Would help immensely in unrolls with additive sprites.
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Re: Subdiv16 for sprites?

Postby r00k » Wed Sep 11, 2013 4:36 am

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Re: Subdiv16 for sprites?

Postby mankrip » Thu Sep 12, 2013 6:34 am

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Re: Subdiv16 for sprites?

Postby frag.machine » Thu Sep 12, 2013 2:11 pm

Seriously guys, if I had a time machine I wouldnt bother sending a terminator back in the past to kill Hitler; I'd just throw you on it and hit the coords to 1995, somewhere near Mesquite, Texas... :)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Subdiv16 for sprites?

Postby qbism » Thu Sep 12, 2013 5:01 pm

Awesome, never thought of that for sprites.
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Re: Subdiv16 for sprites?

Postby leileilol » Fri Sep 13, 2013 2:19 am

In engoo's case, it matters because there's a shitload of sprite drawing - for the particles.
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Re: Subdiv16 for sprites?

Postby mankrip » Sun Sep 15, 2013 5:09 am

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Re: Subdiv16 for sprites?

Postby mankrip » Sun Sep 15, 2013 5:10 am

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Re: Subdiv16 for sprites?

Postby qbism » Sun Sep 15, 2013 2:48 pm

Last edited by qbism on Fri Sep 20, 2013 2:43 am, edited 4 times in total.
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Re: Subdiv16 for sprites?

Postby mankrip » Sun Sep 15, 2013 5:09 pm

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Re: Subdiv16 for sprites?

Postby qbism » Sun Sep 15, 2013 11:50 pm

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Re: Subdiv16 for sprites?

Postby qbism » Mon Sep 16, 2013 3:18 am

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Re: Subdiv16 for sprites?

Postby mankrip » Mon Sep 16, 2013 4:01 am

For a number of reasons, your version is still slower.
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Re: Subdiv16 for sprites?

Postby qbism » Tue Sep 17, 2013 3:33 am

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Re: Subdiv16 for sprites?

Postby leileilol » Tue Sep 17, 2013 5:43 pm

I just realized now I never macro and I should macro...
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