From: "Jado" Newsgroups: comp.os.msdos.djgpp Subject: Re: Texture Mapping. Date: 24 Aug 1998 11:01:15 GMT Organization: Jado.org Message-ID: <01bdcf4e$9cb44320$6f8666a1@exe1717.abz.xeu.bp.com> References: <35dd0714 DOT 9052353 AT news DOT ix DOT net DOT au> NNTP-Posting-Host: 161.102.134.111 Lines: 26 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk The easiest method of texture mapping I can think of is to work out the gradient along the edges of the polygon (between the texture coords for each vertex) storing the values into edgelists for the left and right sides of the poly, then interpolate again between the left and right edges (for each y) by the texture coordinates. it ends up looking quite ugly if you do it like this unfortunately and there are much nicer ways to do it, I've got a really old and cheesy demo I wrote a while back that uses this effect up somewhere (http://www.fortunecity.com/skyscraper/parallax/194/newdemo.zip if I remember right), it's really ugly and runs in 256 colors, but it shows what you can do with a little work, from textured, to bilinear filtered depth cued environment mapped, with very little extra maths. Like I say, it's a really old demo and I don't know if the codes in there or not, if it isn't and you'd like some help with this, mail me and let me know and I'll see what I can do. ------- Jado. [www.jado.org] > So if any of you brilliant programmers out there have a working C > example of texture mapping, that is fairly basic in nature, could you > please send it to me along with the *.pcx file that the example uses. > I don't care even if it is really basic, anthing will do at this point > my sanity is slowly wearing thin.