Shells1 by Abaddon [web]
SHELLS1, by Tamas Kaproncai (TomCat of Abaddon) Ray-tracing intro and bench-mark test 10-29-1995 Usage ===== SHELLS1 [/N] /N: do not waiting for the vertical retrace before writing to the screen. Configuration ============= Memory: more than 600K EMS dirver: no please! FPU: needed! CPU: 386,486,Pentium... VGA: with 256 or 16M colors Technical details ================= The method: Z-buffered backward ray-tracing Used VGA resolutions: 320*160*16M, 640*160*16M, 320*480*256 True color supported on: VESA boards and TSENG ET4000/W32 Virtual screen size: 320*160 pixels Traced area: 160*102 pixels Frames: 240 Objects: 1 sphere / each frame Lights: 1 No: shadow, transmission, reflection, refraction calculations Phong highlight calculated by: the logarithmic instructions of the FPU The memory model: Flat Real Mode Code: Pentium optimized EXE file packed by: PKLITE + MRLITE The object ========== came from STANDARD PROCEDURAL DATABASES, by Eric Haines, 3D/Eye, Inc. which software package is not copyrighted and can be used freely. (Travis, ok?) Speed ===== It depends on the VGA card and the FPU. The best: - you have a Pentium FPU with the highest MHz, - your VGA card has vesa mode like 320*200*16M, - you switch off the waiting for the vertical retrace. Note ==== A much more slower version of this routine was already shown in our 64k intro called Pied at ASM'95 in Helsinki. Greetings to ============ Malcolm Taylor Paul S. Heckbert Eric Haines Contact info ============ Smail: Kaproncai Tam s Gyr Bocskai u.6. H-9024 HUNGARY Email: tomcat@master.fok.hu or: tomcat@rs3.szif.hu or: tomcat@rs1.szif.hu Sign ==== wWw Kaproncai Tam s (o o) --------------------ooO-(_)-Ooo---
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