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License: GNU Lesser General Public License v3.0
While learning 3D development as a hobby, I accidentally built a 3D software renderer and shamelessly named it "WinForms3D".
License: GNU Lesser General Public License v3.0
Hi,
Great 3d pipeline (from your reddit post, if i remember correctly, on r/chsarp)
i get an exception when checking Triangles normals.
As i'm trying to build my own 3d pipeline too, i must say i have ended with the same graphics implementation as you did : filling a bmp from a int array, with the same pixel format for maximum speed.
i have implemented a triangle rasterization based on tiles, commonly used with SIMD instructions : https://www.uni-obuda.hu/journal/Mileff_Nehez_Dudra_63.pdf
i recently discovered the Span and Memory classes, allowing us to make pixels access by lines (like Scanline in Delphi).
Slicing arrays saves some milliseconds, strangely...
i use a precalculation of startlines, avoiding one multiply by PutPixel call.
ie : if i have a 800x600 pixel array, i have a int[600] array containing the values 0, 800, 1600, etc...
that saves me some milliseconds.
i made an animator library, based on Tasks (triple buffering : clear, draw, copy), but i wonder if it really use multithreading (when compiling in 32 bits).
i successfully migrated my project from .Net Framework to .Net Core3.1, as WinForm designer is back in VS 2019 16.6.
i have not yet pushed my work on github, but seriously think about it.
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