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- Path: oreig.uji.es!ii202
- From: ii202@rossegat.uji.es (Jorge Acereda Macia)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: TMapping again!
- Date: 23 Feb 1996 18:31:35 GMT
- Organization: Universitat Jaume I. Castell≤ de la Plana. Spain
- Distribution: world
- Message-ID: <4gl167$r6s@oreig.uji.es>
- References: <38232459@kone.fipnet.fi> <4gbb5a$104@sunsystem5.informatik.tu-muenchen.de> <38232577@kone.fipnet.fi>
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-
- Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- > > The "descent divide each 16 horiz pix" only works on triangles ?
-
- > Perspective mapping is done by interpolating linearly
- > u/z, v/z and 1/z over the polygon. Then at each pixel u/z and
- > v/z are divided by 1/z to get u,v-coordinates. Now this
- > is done at each 16 pixels, but again the reason for
- > triangles could be the constant horizontal adders.
-
- What is faster? Dividing each 16 pixels or using forward differencing?
- Also, why is it that nobody (I think) uses z-constant texture mapping?
-
- --
- ---------------------------- --------------------------------------------
- | Jorge Acereda | Dream the same thing everynight |
- | ii202@rossegat.uji.es | I see our freedom in my sight |
- | Intel Outside | No locked doors, no windows barred |
- | Amiga Rules | No things to make my brain seem scarred |
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