From: arcanix AT erols DOT com (Francisco Gochez) Newsgroups: comp.os.msdos.djgpp Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH? Date: Mon, 04 Aug 1997 08:26:43 GMT Organization: None Lines: 16 Message-ID: <5s3pa8$k0f@winter.news.erols.com> References: <199705232152 DOT QAA08574 AT rrnet DOT com> <33875EFC DOT 2306 AT imag DOT net> <5m8o7e$mo6 AT freenet-news DOT carleton DOT ca> <338b7ff5 DOT 3171460 AT news DOT cybermax DOT net> <5n24bf$ert AT nr1 DOT toronto DOT istar DOT net> <33953049 DOT 82D8D021 AT alumnos DOT inf-cr DOT uclm DOT es> <33A3F6C0 DOT 305A8DFF AT execulink DOT com> <33A3FD8C DOT 17E3 AT cs DOT com> <33A6F23E DOT 28E5 AT cs DOT com> <33e1da4a DOT 1183603 AT news DOT zip DOT com DOT au> <33e24af0 DOT 15845161 AT news DOT btinternet DOT com> Reply-To: arcanix AT erols DOT com NNTP-Posting-Host: nyd-as5s18.erols.com To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk T DOT Harte AT btinternet DOT com (Thomas Harte) wrote: > If any of you are actually interested, I did a one room demo with >Allegro's t-mapping functions just to check the speed. It's a convex room, so >there is no order sorting (as there wouldn't be with a BSP tree), and it is >completely closed (so every pixel is written to, once), and uses clipping code. >Not mine though. SillyWabbit is the name in the readme. And who am I to argue. The thing is, Quake doesn't render polygons (AFAIK), it renders spans which are emitted from a global edge list, used to eliminate overdraw. The only things in Quake which are rendered as polygons to my knowledge are the alias models, which are z-buffered. This means that no matter how fast Allegro's routines are, you probably couldn't reach Quake's speed.