Timeline for Techniques of graphics rendering with single CPU core? [closed]
Current License: CC BY-SA 3.0
11 events
| when toggle format | what | by | license | comment | |
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| Nov 24, 2015 at 10:17 | comment | added | interphx | @RichardTingle Yes, I mean dedicated GPU. More importantly, I mean not having access to hardware or any platform-specific features, so we are left with optimizations applicable to any interface having drawSprite and setPixel methods and nothing more. | |
| Nov 24, 2015 at 10:13 | comment | added | interphx | @Philipp The set of optimizations that may be applied to such abstractions as sprite drawing order, pixel access order and so on looks finite to me; although I agree that my question is probably not very suitable for Q&A format. | |
| Nov 23, 2015 at 15:20 | history | closed |
Philipp CommunityBot |
Needs more focus | |
| Nov 23, 2015 at 12:35 | review | Close votes | |||
| Nov 23, 2015 at 15:21 | |||||
| Nov 23, 2015 at 12:32 | comment | added | Philipp | @interphx uncountable infinity divided by n is still uncountable infinity. | |
| Nov 23, 2015 at 12:30 | comment | added | Richard Tingle | @interphx you mean dedicated gpu? As the integrated graphic can still run opengl (much slower obviously) | |
| Nov 23, 2015 at 12:25 | comment | added | interphx | @RichardTingle My target platforms do not always have GPU or may not provide access to GPU. | |
| Nov 23, 2015 at 12:24 | comment | added | interphx | @Philipp Most information that I find involves direct memory manipulation and other things that are very platform-dependent; my platform (be it browser or some OS) may not even provide such possibilities, which forces me to make optimizations on a higher level of abstraction. This makes a range of possibilities much narrower, or is my impression wrong? | |
| Nov 23, 2015 at 12:22 | comment | added | Richard Tingle | Why don't you want to use the graphics card? | |
| Nov 23, 2015 at 12:18 | comment | added | Philipp | I'm sorry, but the number of techniques and optimizations you can apply to hardware rendering are countless. This makes this question too broad for the question&answer concept of Stackexchange. To create a more answerable question I would recommend you to implement what you want as well as you can (ask a new question when you don't know how to implement something), run a profiler to find the biggest bottlenecks and then ask about how to optimize each bottleneck in an individual question. | |
| Nov 23, 2015 at 12:14 | history | asked | interphx | CC BY-SA 3.0 |