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EODCyismARDEM

rotation of 2d images (software)

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here's what I don't get, software 3d renderers, such as quake 2 software mode, seem to have no problem throwing textures all over the place on every polygon. Why then is it supposedly so time expensive to scale and/or rotate 2d sprites? It is basically the same as texturing a group of polygons composing a square, and then rotating that... which 3d renders do like its nothing.

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It depends on what you call 'time expensive' and what quality you require. Modern processors are quite good at rotating images, especially when using assembly optimizations like MMX. In many situations though, a bilinear filter isn't good enough, and this is when it starts to become expensive. This site dedicates a lot of detail to it: http://antigrain.com.

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