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authorJelle Raaijmakers <jelle@gmta.nl>2022-09-08 10:10:01 +0200
committerTim Flynn <trflynn89@pm.me>2022-09-08 12:07:03 -0400
commitb42feb76a09f6e7ec36b7dc251961c1fe6d09f16 (patch)
tree3760165ebf5ae99cf6b130b7ca85be51ae42494b /Ports/quake/package.sh
parent08204efe1fcce4b077759e998c46bb2f5f5cce7f (diff)
downloadserenity-b42feb76a09f6e7ec36b7dc251961c1fe6d09f16.zip
LibSoftGPU: Use approximation for maximum depth slope
OpenGL allows GPUs to approximate a triangle's maximum depth slope which prevents a number computationally expensive instructions. On my machine, this gives me +6% FPS in Quake III. We are able to reuse `render_bounds` here since it is the containing rect of the (X, Y) window coordinates of the triangle, thus its width and height are the maximum delta X and delta Y, respectively.
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