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Logar

Slow Voxel engine :-(

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Logar    122
DrawVoxel(WORD *pixels, int x, int y, int scale, int r, int g, int b) { WORD Pixel; Pixel = (r << Position.rgbRed) | (g << Position.rgbGreen) | (b); for(int i = 0;i < y;i++) { for(int j = 0;j < scale;j++) { pixels[x + ((ScreenY - i)*ScreenVert) + j] = Pixel; } } return true; } //--------------------------------------------------------------- void UpdateFrame(void) { DDSURFACEDESC2 DDSurfDesc; DDSURFACEDESC2 DDSurfDesc2; ZeroMemory( &DDSurfDesc, sizeof( DDSurfDesc )); DDSurfDesc.dwSize = sizeof( DDSurfDesc ); ZeroMemory( &DDSurfDesc2, sizeof( DDSurfDesc2 )); DDSurfDesc2.dwSize = sizeof( DDSurfDesc2 ); g_pDDSBack->Lock( 0, &DDSurfDesc, DDLOCK_WAIT, 0 ); g_pDDSOne->Lock( 0, &DDSurfDesc2, DDLOCK_READONLY, 0 ); ScreenVert = DDSurfDesc.lPitch/2; ///////////////////////////////////////////////////////////// int rv,gv; rv = 8;gv = 100;float bv = 50; WORD *pixels = (WORD *)DDSurfDesc.lpSurface; WORD *pixels2 = (WORD *)DDSurfDesc2.lpSurface; DrawVoxel(pixels,1,480,640,1,1,1); float W = 60; for(int j = 20;j < 50;j++) { bv -= 0.; W -= 1; int k = W / 2; for(int i = 0;i < W;i++) { rv = pixels2[(100 + i + j*256 - k)]/3.6-150; DrawVoxel(pixels,i * (640 / W), pixels2[(100 + i + j*256 - k)]-((j*j)/25), (640 / W)+1,rv,gv,bv); //fix!!!! } } ///////////////////////////////////////////////////////////// g_pDDSOne->Unlock(NULL); g_pDDSBack->Unlock(NULL); g_pDDSPrimary->Flip(NULL,0); // } this is the main code of a little test i made to create a Voxel-engine but its very slow (I´ve a Thunderbird 800 but there are only 2 or 3 fps) why? DDSurfDesc2 = is the scourimage and DDSurfDesc = is the Primarysurface

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Slinger    122
-Galileo430-

Voxels are still usefull for some neat effects, they are easy to make landscapes, and landscapes that take damage and deform.

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