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 Tam s
Gyr
Bocskai u.6.
H-9024
HUNGARY
Email: tomcat@master.fok.hu
or: tomcat@rs3.szif.hu
or: tomcat@rs1.szif.hu
Sign
==== wWw
Kaproncai Tam s (o o)
--------------------ooO-(_)-Ooo---
[ back to the prod ]
