Markus Wick <[email protected]> writes: > I think this functions are worth to reimplement. eg horizontal lines are > used a lot and very slow on mi.
Having sped up the underlying functions, they're not terrible at this
point:
2000000 reps @ 0.0035 msec (288000.0/sec): 500-pixel horizontal line
segment
But, yeah, doing a 'real' implementation would be awesome. For
comparison, fbdev does:
30000000 reps @ 0.0002 msec (4850000.0/sec): 500-pixel horizontal line
segment
> How are the interpolation requirement for a line? Is it possible to
> achive them with an opengl quad?
zero-width line pixelization semantics are pretty weak and we should be
able to hit them with GL quads. Getting the 'notlast' cap semantic
working is about the only trick necessary.
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