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Method of producing a sequence of triangles from a vertex raster with and without half resolution edges while decompressing a compressed geometry stream

  • US 6,028,607 A
  • Filed: 01/15/1998
  • Issued: 02/22/2000
  • Est. Priority Date: 01/15/1998
  • Status: Expired due to Term
First Claim
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1. A method of producing a sequence of triangles from a geometry stream containing an array of vertices, comprising the steps of:

  • parsing vertices from the geometry stream and pushing the parsed vertices into a mesh buffer until a last vertex of a current row of the array is parsed and pushed;

    re-using a first vertex of the current row from the mesh buffer and drawing the re-used first vertex;

    parsing a first vertex of a next row from the geometry stream, pushing the first vertex into the mesh buffer and drawing the first vertex;

    determining if a quad split bit is asserted;

    when the quad split bit is not asserted, parsing a next vertex from a current row of the array, pushing the parsed next vertex into the mesh buffer, drawing the parsed next vertex, and re-using a next vertex of a previous row from the mesh buffer and drawing the re-used next vertex;

    when the quad split bit is asserted, re-using the next vertex of the previous row from the mesh buffer and drawing the re-used next vertex, parsing and drawing the next vertex of the current row of the array and pushing the parsed next vertex of the current row into the mesh buffer; and

    returning to the determining step until the last vertex of the current row is reached, and returning to the first vertex re-using step until a last vertex of the array of vertices is reached,whereby, a triangle is formed from each three consecutive drawn vertices, to thereby create the sequence of triangles, starting from the beginning of each row.

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