Adventus
GP Mania
I've been in the slow process of writting a simple non-perspective scanline renderer, and i stumbled upon the idea of S-buffering as opposed to Z-buffering. Heres an article giving a brief overview: S-buffer
The advantages of an optimised S-buffer over Z-buffers include:
Questions:
Has anyone had any experience with S-buffers?
Would they be suitable on the 940T?
Is something similar to this being used in the PowerVR chips?
The advantages of an optimised S-buffer over Z-buffers include:
- Zero Overdraw: Very advantageous when bandwidth is an issue (ie using the 940T) or complex per-pixel operations are desired (lighting, etc).
- Scanline Based: Based on the linear nature of scanlines, as opposed to individual pixels. Since the majority of scanlines are larger than one pixel (hopefully) the intersection based operations will hopefully be faster overall.
- Deffered Shading: Probably decrease cache misses (at least in the instruction cache) and facilitate some compile-time optimisations.
Questions:
Has anyone had any experience with S-buffers?
Would they be suitable on the 940T?
Is something similar to this being used in the PowerVR chips?