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So I have a couple of floats (ok millions) that I convert to bitmap (it's*my pet project - madelbrot renderer*- floats come from f(x,y), then I use color gradient info to convert it to RGBs).
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I do this in two steps - first generating floats (that's usually slower), then rendering (converting to RGBs/bitmap) - I do*this in two steps*so that user can dynamically change gradient in real-time.
I can do 20 fps at 800x600 with no anti-aliasing on core2, but that's too slow if somebody wants to view fractal over whole screen.
Right now I use 24bit RGB*format - but*the question is - will my code run faster if I use 32bits per pixel (aRGB) format*and use int to write color to a*pixel array instead of using 3 bytes?
That way I'll use*1/3 more RAM*bandwidth and use few shift and OR instructions,*but on the other hand have 3x less*ram operations.
It's really not that much code to change (couple of hours), but I'm lazy and*if you know answer from experience please do*tell it to*me. I've got a feeling aRGB will work better, am I right?
Oh I use C#.
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*
I do this in two steps - first generating floats (that's usually slower), then rendering (converting to RGBs/bitmap) - I do*this in two steps*so that user can dynamically change gradient in real-time.
I can do 20 fps at 800x600 with no anti-aliasing on core2, but that's too slow if somebody wants to view fractal over whole screen.
Right now I use 24bit RGB*format - but*the question is - will my code run faster if I use 32bits per pixel (aRGB) format*and use int to write color to a*pixel array instead of using 3 bytes?
That way I'll use*1/3 more RAM*bandwidth and use few shift and OR instructions,*but on the other hand have 3x less*ram operations.
It's really not that much code to change (couple of hours), but I'm lazy and*if you know answer from experience please do*tell it to*me. I've got a feeling aRGB will work better, am I right?
Oh I use C#.
More...
View All Our Microsoft Related Feeds