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software renderer

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Hey guys, got a bit of free time (not much) so decided I'd have a go at writing a basic software renderer, not planning on taking it very far, aslong as I can rasterise and light some tris, and have them spinning / moving around then i'll be happy. I am happy with all the math/theory (with the exception of perspective correct textures, but ill cross that bridge when i come to it ), just wondered what your thoughts are with regard to drawing my stuff onto a screen. It would appear that GDI's SetPixel is a bit slow. I understand some people just lock bitmap data and then adjust the memory manually, any examples of this? Or the other alternative im considering is SDL. Like I said I dont intend to put more than about 10 hours into this, just a little learning excerise Cheers

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PixelToaster is a nice library for software rendering. It is easy to use and has built in utility functions for input handling and timing. A minimal example:
Display display( "Example", 320, 240 );
vector<Pixel> pixels( 320 * 240 );
while ( display.open() )
{
render( pixels ); // your render function
display.update( pixels );
}

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Quote:
Original post by Kambiz
PixelToaster is a nice library for software rendering. It is easy to use and has built in utility functions for input handling and timing.
Thanks for that - looks very handy for prototyping image algorithms.

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