4 ms·
This matches results I got in the 90s on a 486DX2 - fixed point math was faster than Bresenham's even when both were implemented in ASM (and both gained signifi
by bitL 11y ago
This matches results I got in the 90s on a 486DX2 - fixed point math was faster than Bresenham's even when both were implemented in ASM (and both gained significant speedup comparing to their C/Pascal implementation I used as a prototype for ASM code). You could use Bresenham's idea even for bitmap rescaling (if you understand the idea, you can probably use it in many rational-number iterative algorithms), and x86/DOS allowed you to overwrite instructions in code segment in case you ran short on registers (hint - use MOV XX, [constant] and then overwrite CS:[constant offset] with the value needed in one of the inner loops). Nowadays nobody would use these though as nobody likes non-antialiased lines anymore.
- kevin_thibedeau 11y ago> Nowadays nobody would use these though as nobody likes non-antialiased lines anymore. Basic, aliased line drawing still has value on low resolution embedded devices that don't need 21st century display capabilities.