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This commit is contained in:
Miloslav Číž 2019-05-28 12:58:16 +02:00
parent b7de74034d
commit 9fe207eebe

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@ -1878,6 +1878,11 @@ void S3L_drawScene(S3L_Scene scene)
S3L_sortArray[S3L_sortArrayLength].triangleIndex = triangleIndex; S3L_sortArray[S3L_sortArrayLength].triangleIndex = triangleIndex;
S3L_sortArray[S3L_sortArrayLength].sortValue = S3L_sortArray[S3L_sortArrayLength].sortValue =
(transformed0.z + transformed1.z + transformed2.z) >> 2; (transformed0.z + transformed1.z + transformed2.z) >> 2;
/* ^ As a simple approximation we sort by the triangle center point,
which is a mean coordinate -- we don't actually have to divide by 3
(or anything), that is unnecessary for sorting! We shift by 2 just
as a fast operation to prevent overflow of the sum ver uint_16t. */
S3L_sortArrayLength++; S3L_sortArrayLength++;
#endif #endif
} }
@ -1912,6 +1917,11 @@ void S3L_drawScene(S3L_Scene scene)
S3L_mat4Xmat4(&matFinal,&matCamera); S3L_mat4Xmat4(&matFinal,&matCamera);
previousModel = modelIndex; previousModel = modelIndex;
} }
/* Here we project the points again, which is redundant and slow as they've
already been projected above, but saving the projected points would
require a lot of memory, which for small resolutions could be even
worse than z-bufer. So this seems to be the best way memory-wise. */
_S3L_projectVertex(model,triangleIndex,0,&matFinal, _S3L_projectVertex(model,triangleIndex,0,&matFinal,
&transformed0,scene.camera.focalLength); &transformed0,scene.camera.focalLength);