Is my 2D rasterizer too slow?

[quote]That would be a very silly optimisation indeed.
[/quote]
Why?

There is no possible way that checking that a bunch of dots sent down a pipeline is in fact a line without totally buggering the pipeline. Try it from a client/server OpenGL point of view, you’ll see what I mean. The server is in charge of drawing but it can’t know from one minute to the next what the client is going to send to it. And the bottleneck is the bus between them, not the drawing.

Cas :slight_smile:

[quote]There is no possible way that checking that a bunch of dots sent down a pipeline is in fact a line without totally buggering the pipeline. Try it from a client/server OpenGL point of view, you’ll see what I mean. The server is in charge of drawing but it can’t know from one minute to the next what the client is going to send to it. And the bottleneck is the bus between them, not the drawing.

Cas :slight_smile:
[/quote]
From a C/S POV you typically would put a post-processor on the client side which checks successive requests and does whatever batching/compression it can :slight_smile: (like Nagle’ing, for instance).

/me trying to find original sources in bookmarks; failed; trying to find stuff on google…

http://weblogs.java.net/blog/chet/archive/2004/09/tiger_on_the_de_1.html

http://java.sun.com/j2se/1.3/docs/guide/2d/spec/j2d-awt.fm2.html

Still not found the original doc(s) where I read about it (it would hepl if I could remember what it/they were, but I can only say “i’ll recognise them when I see 'em”).

It’s no wonder the API’s so bloody slow, unreliable and complicated.

Cas :slight_smile: