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Mail Archives: djgpp/1997/03/06/21:10:49

From: enigma AT erols DOT com (enigma)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Allegro perspective-correct texture mapping
Date: Fri, 07 Mar 1997 00:09:53 GMT
Organization: djgpp, i luv u ;)
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Message-ID: <331f5b1c.1697280@news.erols.com>
References: <5fg3s0$hob$1 AT troll DOT powertech DOT no> <331F047A DOT 271F AT cam DOT org>
NNTP-Posting-Host: dam-as1s16.erols.com
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

On Thu, 06 Mar 1997 09:52:58 -0800, Tudor <tudor AT cam DOT org> wrote:

>Games like DOOM or DUKE3D don't use polygons and textures.They use
>raytracer engines. If you are talking about Quake, it 'cheats' in the
>way it maps textures.It combines affine with perspective correct or
>somthin like that.Like it's doing a correction only every 16 pixels. The
>result is a faster texture mapper but still 'perspective correct' for
>the human eye & mind. 

hold up a sec.... umm.. this was my take on those engines...

first of all.  raycasting (not raytracing) is a simplified form of
polygon translation.  raytracing is a form of actual polygon rendering
which is done by appz like 3ds MAX and TrueSpace..  Wolf 3D was infact
a polygon based game.  it used one-sized polygons, but polygons.  Doom
used a more complex but still lacking polygon engine.  Duke3d is not
hacked version of Doom.  in fact.  Duke3d's engine is based on a
completely different form of polygon rendering.  sector-based, i
believe.  sectors allowed for angled floors and ceilings (but not
walls).  Quake is infact a polygon engine based on a polyhedra
primitive.  Unreal will use the exact same TYPE of engine but based on
a more complex primitive.  thats just my take on it though.  i'm no 3d
guru ;) lates folks.

mint
enigma AT erols DOT com
g'night folks. g'night

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