home *** CD-ROM | disk | FTP | other *** search
- Path: news.eunet.fi!fipnet!kone!jsaarinen
- Newsgroups: comp.sys.amiga.programmer
- X-NewsReader: IntuiNews 1.2b (31.7.94)
- References: <38232371@kone.fipnet.fi> <4fntd3$g56@sunsystem5.informatik.tu-muenchen.de> <38232442@kone.fipnet.fi> <4fvqh6$na2@sunsystem5.informatik.tu-muenchen.de>
- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Sun, 18 Feb 96 12:45:10 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Sun, 18 Feb 96 12:32:54
- MIME-Version: 1.0
- Content-Type: text/plain; charset=iso-8859-1
- Content-Transfer-Encoding: binary
- Distribution: world
- Subject: Re: TMapping again!
- Message-ID: <38232459@kone.fipnet.fi>
-
-
- > |> But who cares, you wont do a game without any shading.
- >
- > using much mem you can precalc the walls. and coppershade
- > the floors (which are done with the 32x32 11cycle-mapper ;)
-
- I am not talking about any DOOM-clone or something, full
- 3d polygons.
-
- > |> Btw, I took a new approach in making a Texture/Gouraud
- > |> triangle routine; now it fits almost completely in 256b.
- > |> Before it was much larger.
- >
- > triangle ? only 3 points ? well, 1st outer loop (the one
- > mapping horizontal) and 2nd outer (the one "parsing" the
- > polygon from top to bottom) should fit into cache.
-
- Yes, it is wise to use triangles because with linear interpolation
- the horizontal step is calculated only once --> zero divides
- per scanline.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-