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From: | Paul Furber <paul AT sprintlink DOT co DOT za> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: Allegro perspective-correct texture mapping |
Date: | Tue, 04 Mar 1997 23:50:02 +0200 |
Organization: | Global One South Africa (Pty) Ltd. |
Lines: | 26 |
Message-ID: | <331C990A.45E@sprintlink.co.za> |
References: | <5fg3s0$hob$1 AT troll DOT powertech DOT no> |
Reply-To: | paul AT sprintlink DOT co DOT za |
NNTP-Posting-Host: | ppp148.sprintlink.co.za |
Mime-Version: | 1.0 |
To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Ove Kaaven wrote: > 1. Using POLYTYPE_PTEX, polygon3d_f bombs with SIGFPE when looking at > my (vertical) wall at extremely small angles (wall and camera ray Yup, had this too. Working on it. > Are there plans to provide optimized routines for horizontal and > vertical surfaces, or even better, the method described in zed3d > (letting the logical scanlines you map onto be slanted themselves) to > have a very fast perspective mapper? Check out the PC Games Programming Encyclopaedia on ftp://x2ftp.oulu.fi/pub/msdos/programming There is a file called DOOM.TXT which describes several good fast texture-mapping techniques. It might give you some ideas... > 3. What should I give Shawn for his excellent library? Definitely a copy of your hit game! > 4. Where should I post this to keep it from being off-topic? comp.os.msdos.djgpp.allegro.3d-questions ;-) Paul.
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