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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: 26 Feb 1996 17:22:21 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4gsq8d$2l0@maureen.teleport.com>
- References: <19960222.6032A8.3D03@vlogic.vnet.net> <4gk36j$4po@maureen.teleport.com> <38232648@kone.fipnet.fi>
- NNTP-Posting-Host: julie.teleport.com
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-
- Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- : > 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
- : >รก 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.
-
- : Any ideas how to do MIP mapping? Would look much better..
-
- From your xloop txstep and tystep... check the leftmost bit of the
- smallest. Because you dont want to prescale all possible texture ^2
- you can use a structure that will give you the pointer to the texture
- to use and 2 signed shift value to readjust your txstep/tystep.
- so from that value from 0 - 31 you get an index to a structure array
- (pointdr to scaled texture and step adjusting... can be left or right
- shift if you provide zoomed bitmap too)... quake do not >1.0, but thats
- ok it would take way to much mem...
- In quake you can see the change of texture switches when you move.
- I find quake not impressive , it has much better lighting than doom and
- 3 axes roation but even on my nice PC I usually get ~30fps and look
- ugly and blocky and utterly dark. And they say it much slower on 486...
- ouch!(in 640x360 or so I get under 10fps) Very unimpressive. At least
- compare to "into the shadows"... even so its blocky its freaky impressive
- because of the realistic look and feel.
-
- Stephan
-