
second test with Quake3 Arena, this time in 1440x900...
differences from before:
* More performance tweaks / micro-optimization;
* Now the rasterizer supports multiple threads (2 threads were used in this test, with the screen divided in half);
* Inline ASM is used in a few places;
* ...
it is still so…
differences from before:
* More performance tweaks / micro-optimization;
* Now the rasterizer supports multiple threads (2 threads were used in this test, with the screen divided in half);
* Inline ASM is used in a few places;
* ...
it is still so…
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basically, lacking much better to do recently, I wrote a basic software rasterizer and put an OpenGL front-end on it, then proceeded to make Quake 2 work on it:
yes, kind of sucks, but there are some limits as to what is likely doable on the CPU.
also, it is plain C and single threaded scalar code …
yes, kind of sucks, but there are some limits as to what is likely doable on the CPU.
also, it is plain C and single threaded scalar code …

I had recently fiddled some with BTIC1C real-time recording, and have got some interesting results:
main desktop PC, mostly holds a solid 29/30 fps for recording.
* 1680x1050p30 on a 3.4 GHz Phenom II X4 with 16GB PC3-1066 RAM.
it holds 25-28 fps on my newer laptop:
* 1440x900p30 on a 2.1 GHz Pentium D…
main desktop PC, mostly holds a solid 29/30 fps for recording.
* 1680x1050p30 on a 3.4 GHz Phenom II X4 with 16GB PC3-1066 RAM.
it holds 25-28 fps on my newer laptop:
* 1440x900p30 on a 2.1 GHz Pentium D…
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so, what happened recently:
one of my HDDs (in this case, a Seagate 2TB drive) decided to die on me mostly without warning.
* curse of Seagate: damn near every time I have used a Seagate drive, it has usually ended up dying on me.
** sort of like my experience with ASUS motherboards...
*** had reliabil…
one of my HDDs (in this case, a Seagate 2TB drive) decided to die on me mostly without warning.
* curse of Seagate: damn near every time I have used a Seagate drive, it has usually ended up dying on me.
** sort of like my experience with ASUS motherboards...
*** had reliabil…
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well, status recently:
lame...
started working on a 2D animation tool, but then ran into UI complexities;
UI handling in my 3D engine has become a bit of a tangled mess, and there is no real abstraction over it (most things are, for the most part, handling keyboard events and mouse movements...);
there…
lame...
started working on a 2D animation tool, but then ran into UI complexities;
UI handling in my 3D engine has become a bit of a tangled mess, and there is no real abstraction over it (most things are, for the most part, handling keyboard events and mouse movements...);
there…
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recently threw together this thing:
http://cr88192.dyndns.org:8080/wiki/index.php/BTLZA
what is it?...
basically, an extended form of Deflate, intended mostly to improve compression with a "modest" impact on decoding speed (while also offering a modest boost in compression).
in its simplest mode, it is…
http://cr88192.dyndns.org:8080/wiki/index.php/BTLZA
what is it?...
basically, an extended form of Deflate, intended mostly to improve compression with a "modest" impact on decoding speed (while also offering a modest boost in compression).
in its simplest mode, it is…

see here:
http://cr88192.dyndns.org:8080/wiki/index.php/BGB_Current_Status
a new version of the engine is available.
as well, the image codec library (BGBBTJ) is also available as a stand-alone zip:
http://cr88192.dyndns.org:8080/2014-01-05_bgbtech_bgbbtj.zip
little provision is made for out-of-box use,…
http://cr88192.dyndns.org:8080/wiki/index.php/BGB_Current_Status
a new version of the engine is available.
as well, the image codec library (BGBBTJ) is also available as a stand-alone zip:
http://cr88192.dyndns.org:8080/2014-01-05_bgbtech_bgbbtj.zip
little provision is made for out-of-box use,…

well, first off, recently did a test showing the image quality for BTIC1C:
this test was for a video at 1024x1024 with 8.6 Mbps and 0.55 bpp.
as noted, the quality degradation is noticeable, but "mostly passable".
some amount of it is due largely to the conversion to RGB555, rather than actual quant…
this test was for a video at 1024x1024 with 8.6 Mbps and 0.55 bpp.
as noted, the quality degradation is noticeable, but "mostly passable".
some amount of it is due largely to the conversion to RGB555, rather than actual quant…

well, the BTIC3A effort also kind of stalled out, mostly as the format turns out to be overly complex to implement (particularly on the encoder). I may revive the effort later, or maybe try again with a simpler design (leaving blocks in raster order and probably designing it to be easier to encode …
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yes, yet more codec wackiness...
seeing as how my graphics hardware has a limited number of options for (non DXTn / S3TC) compressed texture formats, but does support BPTC / BC6H / BC7, which hinder effective real-time encoding (*), it may make sense to consider developing a video codec specifically…
seeing as how my graphics hardware has a limited number of options for (non DXTn / S3TC) compressed texture formats, but does support BPTC / BC6H / BC7, which hinder effective real-time encoding (*), it may make sense to consider developing a video codec specifically…
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