delorie.com/archives/browse.cgi   search  
Mail Archives: djgpp/1997/08/02/07:04:09

From: T DOT Harte AT btinternet DOT com (Thomas Harte)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: "Are Allegro's routines fast enough to write Quake-like games?" - No. HUH?
Date: Fri, 01 Aug 1997 21:12:32 GMT
Organization: BT Internet
Lines: 16
Message-ID: <33e24af0.15845161@news.btinternet.com>
References: <199705232152 DOT QAA08574 AT rrnet DOT com> <33875EFC DOT 2306 AT imag DOT net> <5m8o7e$mo6 AT freenet-news DOT carleton DOT ca> <338b7ff5 DOT 3171460 AT news DOT cybermax DOT net> <5n24bf$ert AT nr1 DOT toronto DOT istar DOT net> <33953049 DOT 82D8D021 AT alumnos DOT inf-cr DOT uclm DOT es> <33A3F6C0 DOT 305A8DFF AT execulink DOT com> <33A3FD8C DOT 17E3 AT cs DOT com> <Pine DOT GSO DOT 3 DOT 96 DOT 970617181644 DOT 8410A-100000 AT saule> <33A6F23E DOT 28E5 AT cs DOT com> <33e1da4a DOT 1183603 AT news DOT zip DOT com DOT au> <KmVNwRARye4zEwX$@jenkinsdavid.demon.co.uk>
NNTP-Posting-Host: host5-99-61-218.btinternet.com
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

	If any of you are actually interested, I did a one room demo with
Allegro's t-mapping functions just to check the speed. It's a convex room, so
there is no order sorting (as there wouldn't be with a BSP tree), and it is
completely closed (so every pixel is written to, once), and uses clipping code.
Not mine though. SillyWabbit is the name in the readme. And who am I to argue.

	Anyway, I could e-mail it to someone if they want it. The only problem
is that Allegro's perspective correcting texture mapping doesn't quite line up
(I use, for example, two quads to do a seven sided clipped quad since the the
triangle3d_f function does not work as the documentation says it does, and I
can't figure it out) sometimes, and it looks like affine texturing (which it
isn't).

	E-mail me if interested.

		-Thomas

- Raw text -


  webmaster     delorie software   privacy  
  Copyright © 2019   by DJ Delorie     Updated Jul 2019