Mail Archives: djgpp/1997/12/13/22:03:08
From: | "dennis mac namara" <dmac896 AT worldnet DOT att DOT net>
|
Newsgroups: | comp.os.msdos.djgpp
|
Subject: | 3D Graphics routines
|
Date: | 13 Dec 1997 20:16:42 GMT
|
Organization: | Joe Pascal's Lemon Squeezers
|
Lines: | 18
|
Message-ID: | <66uqfa$3sa@bgtnsc02.worldnet.att.net>
|
NNTP-Posting-Host: | 12.68.9.205
|
To: | djgpp AT delorie DOT com
|
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
|
Hi, I'm trying to write a 3D game under DJGPP/Allegro 2.2. I see that
Allegro has a couple of 3D polygon functions, but they are kind of
non-standard; I need something like a complete engine. I have a cool book
(Black Art of 3d game programming) that shows how to do things like that
but it's in real mode. So I can use some of Allegro's direct-access stuff
(like double-buffering) with the code I'm going to convert to DJGPP.
However, there's no perspective-correcting texture mapping explanation in
my book and I want to use a Z-buffer. To do that, I'd have to take apart
Allegro's texture mapping polygon function myself and it's too complicated
to do that. So I found a library on the net that has the sort of stuff I
need. It's called Allegro Pak. However, there's no reviews, no stuff
written with it, nothing to evaluate it..... Has anybody had any
experience with it? Should I use it or go the hard way and write my own
engine?
Thanks
Joe
(please mail replies to dmac896 AT worldnet DOT att DOT net thanks)
- Raw text -