To: chambersb AT juno DOT com Cc: djgpp AT delorie DOT com Subject: Re: Allegro perspective-correct texture mapping) Message-ID: <19970317.171229.7391.0.fwec@juno.com> References: <5fg3s0$hob$1 AT troll DOT powertech DOT no> <331F047A DOT 271F AT cam DOT org> <01bc2ff7$739c9340$14621ecb AT homer DOT effect DOT net DOT au> From: fwec AT juno DOT com (Mark T Logan) Date: Mon, 17 Mar 1997 17:14:18 EST On Sun, 16 Mar 1997 00:14:42 EST chambersb AT juno DOT com (Benjamin D Chambers) writes: > >On 15 Mar 1997 15:02:00 GMT "Thomas Harte" <*T DOT Harte AT btinternet DOT com> >writes: >Has anyone actually asked the people at Id? >Personally, I find the explanation that they used BSP's a lot more >plausible than using the raycasting engine (and, yes, we know of the >simplified version you mentioned). >It occured to me that all this bickering over it could be done away >with just by asking the guys who made it, but I don't know if this has >been done. Has anyone? Well, I can't speak for Id, but I have some very compelling evidence to present. DEU 5.1 has a bsp building function in it. (look under nodes.c if you have the source). Why would DEU build a bsp tree if doom didn't use one? However, a doom level also has a block map, which is a set of blocks of level space, and a list of walls that can be seen from that particular block. CMIIW. I believe that is where the raytracing thing came from. I for one suspect that doom walks the bsptree, and when it needs to draw a polygon, it does so by casting rays along the length of it. I think I will ask John Carmack if he will comment on the situation. (I know I've got his e-mail address around here somewhere.) Id is pretty generous with there technology, so I think there's a decent chance he will respond.