squeak graphic: technical introduction

Martin Kuball MartinKuball at web.de
Mon Jul 28 18:15:56 UTC 2003


Am Montag, 28. Juli 2003 18:13 schrieben Sie:
> Am Montag, 28.07.03 um 11:19 Uhr schrieb Hannes Hirzel:
> > Hi Andreas
> >
> > Andreas Raab wrote:
> >>> I'm looking for a technical introduction to the squeak graphic
> >>> subsystems: balloon and balloon3d.  [...]
> >>> Maybe there is some guide?
> >>
> >> Well, the best you can do is to read up in some general graphics text
> >> book
> >> as the stuff in there is essentially right out of the books.
> >
> > Which book (or books) are you thinking of in particular?
>
> The canonical reference book still is "Computer Graphics: Principles
> and Practice" by Foley, van Dam, Feiner, and Hughes.
>
> Of course, this explains only the grand scheme. It depends on exactly
> how deep you want to dig into Balloon and Ballon3D. On the very core
> you have an optimized scan line renderer which was able to compete well
> with the best software rasterizers out there a couple of years ago,
> written in plain C. But I doubt that the inner workings of this are
> written down anywhere except the source code.

Well, that was my basic assumption. But you never now for sure until you ask. 
OK, I will work my way through the code and see what I can find out.

Martin



More information about the Squeak-dev mailing list