Talk:Scanline rendering
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Untitled
editThe last sentence doesn't work well. Can you please edit it?
Use in nintendo ds & realtime generally
editJust curious, I'd like to heard from anyone on the reason nintendo decided to go with hardware 3d scanline rendering in the Nintendo DS. I had long considered the technique dead for realtime. Even with floating point framebuffers, deep shaders, etc, the modern zbuffer seems to remain the weapon of choice.
I know that sony experimented with scanline rendering on the cell during the PS3's development, and I think they concluded it could not compete on power:price with modern GPUs.
Regarding the E&S ESIG stuff, i gather the EARLY machines did not have framebuffers. I would be suprised if that was still the case, given how much they help absorb overload, changing image-generation cost from scanline to scanling ... ... further: i just discovered later ESIG's used a hybrid approach .. sounding like Quakes' software renderer! 'list priority' for static scenery, then z-buffering for moving objects. Can anyone shed any further light on this ?
—The preceding unsigned comment was added by Walter bz (talk • contribs) 18:10, 30 January 2007 (UTC).
Scanline Rendering and Z-Buffering
editNow I'm confused about the relationship between Scanline Rendering and Z-Buffering. The beginning of the article says "[Scanline rendering] can be easily integrated with ... the Z-buffer algorithm", but later the article says "The main advantage of scanline rendering over Z-buffering is ...". Are the two algorithms exclusive or can they be implemented simultaneously?
thejoshwolfe —Preceding unsigned comment added by Thejoshwolfe (talk • contribs) 19:30, 1 June 2008 (UTC)
Removed Commentary
editThe following commentary was in the section Comparison with Z-buffer algorithm; it may well be correct, but does not belong there.
- (This section is misleading, because it implies that Z-buffering and scanline rendering are mutually exclusive, which is not the case. Z-buffering is primarily a method of ensuring that occlusion between objects is calculated correctly, and is often used in conjunction with scanline rasterizers. Maybe this section should be removed, because Z-buffering isn't an algorithm to contrast with -- rather it is an augmentation to scanline rasterization.)Eaglizard (talk) 05:24, 28 February 2013 (UTC)