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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Quake-style mapping
- Date: 23 Feb 1996 09:59:47 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4gk36j$4po@maureen.teleport.com>
- References: <19960222.6032A8.3D03@vlogic.vnet.net>
- NNTP-Posting-Host: linda.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- Timothy Cochran (xmr@vlogic.vnet.net) wrote:
- : I'm curious...just how *does* Quake (a.k.a. Doom III) do it's texture mapping.
- : I've read that it isn't bitmap-based but "texture-based"...what does this
- : mean? Any info on how it's done?
-
- I dunno, from the pictures I saw its still not antialiased unless you
- have a good 3d card (none avail at this time). but it uses various
- resolution so the pixel doesn't get over blocky or over noisy.
- And it could use free direction mapping to get constant Z or subdivision
- or ????
-
- The idea to get good looking texture is to go from the texture map to
- the screen, each pixel as a destination... VS from screen to bitmap where
- you might miss many pixels. with this methode you only really have a
- scale factor of 1.0000 to 1.99999 , if you cross that scale factor
- you switch prescaled texture. So basicly 1 screen pixel can have upto 4
- pixel from the texture mixed.
-
- Stephan
-