M
Martin Euredjian
Guest
I know about the various algorithms to draw lines, circles, etc. All of
these pretty much rely on painting onto a frame buffer that is later used to
scan out to a CRT.
Does anyone know of any algorithms to draw primitives that work without the
intermediate frame buffer step. In other words, the algorithm's input would
be the current x,y pixel being painted on the screen and the desired shape's
parameters. Horizontal and vertical lines (and rectangles), of course, are
easy. But, how do you do curves or diagonal lines?
It seems to me that you'd take y and solve for x, which could produce
multiple results (say, a line near 0 degrees). You'd have to save the
results for that y coordinate in a temporary buffer that would then be used
to compare to x. That's as simple as I can come up with.
--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Martin Euredjian
To send private email:
0_0_0_0_@pacbell.net
where
"0_0_0_0_" = "martineu"
these pretty much rely on painting onto a frame buffer that is later used to
scan out to a CRT.
Does anyone know of any algorithms to draw primitives that work without the
intermediate frame buffer step. In other words, the algorithm's input would
be the current x,y pixel being painted on the screen and the desired shape's
parameters. Horizontal and vertical lines (and rectangles), of course, are
easy. But, how do you do curves or diagonal lines?
It seems to me that you'd take y and solve for x, which could produce
multiple results (say, a line near 0 degrees). You'd have to save the
results for that y coordinate in a temporary buffer that would then be used
to compare to x. That's as simple as I can come up with.
--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Martin Euredjian
To send private email:
0_0_0_0_@pacbell.net
where
"0_0_0_0_" = "martineu"