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author | Jelle Raaijmakers <jelle@gmta.nl> | 2022-09-08 10:10:01 +0200 |
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committer | Tim Flynn <trflynn89@pm.me> | 2022-09-08 12:07:03 -0400 |
commit | b42feb76a09f6e7ec36b7dc251961c1fe6d09f16 (patch) | |
tree | 3760165ebf5ae99cf6b130b7ca85be51ae42494b /Ports/quake | |
parent | 08204efe1fcce4b077759e998c46bb2f5f5cce7f (diff) | |
download | serenity-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.
Diffstat (limited to 'Ports/quake')
0 files changed, 0 insertions, 0 deletions