From: Paul Furber 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 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit 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.