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- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Wed, 21 Feb 96 10:15:09 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Tue, 20 Feb 96 21:52:07
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- Subject: Re: Bitfieldinsert?
- Message-ID: <38232552@kone.fipnet.fi>
-
-
- > : > REPEAT 16
- > : > move.l (a0)+,(a1)+ ;draw 8 pixels
- > : > ENDR
- > : >
- > : > a0 is a pointer in a lighting cube ... Think of it as tmapping a
- > : > X*1 texture and having all the texture size prescaled so you only
- > : > have intereg part when steping in the texture.
- > : > in 8bit its the same but you map only 4 pixels at a time.
- >
- > : Hey, finally a place for doing some c2p pass(es) in the inner
- > : loop..? Have you done this code, btw?
- >
- > Nope, I'm just thinking about it... I will probably create a dithered
-
- Damn.. ;)
-
- > gouraud lighting cube, and render in 12bit (rgb buffer) and render
- > in ham6 in 256*300 (interleaved componant).12bit dithered should look
- > pretty good. My guess a full true color scene can be rendred and c2p at
-
- A word chunky buffer? Explain more, please..
-
- > I use it... You dont alway have to texture, gouraud light small
- > triangle.
-
- Can this method be used in Gouraud, too?
-
- >รก so if you have some object with small metalic surfaces you can use this
- > methode to fill triangle, also this can be aplied on 'far away'
- > objects.
-
- It is just a pain in the ass to check "if a poly is small enough
- or if a object is enough far etc." Many routines, not very
- cache friendly.
-
- > but 32x16 poly are actually 'huge in lores.
-
- A good point. But no good for a game for example.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-