Archived

This topic is now archived and is closed to further replies.

Logar

Slow Voxel engine :-(

Recommended Posts

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

Share this post


Link to post
Share on other sites
-Galileo430-

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

Share this post


Link to post
Share on other sites