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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 Tamás
       Györ
       Bocskai u.6.
       H-9024
       HUNGARY
Email: tomcat@master.fok.hu
   or: tomcat@rs3.szif.hu
   or: tomcat@rs1.szif.hu

Sign
====                                           wWw
                          Kaproncai Tamás     (o o)
                       --------------------ooO-(_)-Ooo---
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