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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: TMapping again!
- Date: 27 Feb 1996 00:41:56 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Distribution: world
- Message-ID: <4gtk0k$k7q@maureen.teleport.com>
- References: <38232459@kone.fipnet.fi> <4gbb5a$104@sunsystem5.informatik.tu-muenchen.de> <38232577@kone.fipnet.fi> <4gl167$r6s@oreig.uji.es>
- NNTP-Posting-Host: linda.teleport.com
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-
- Jorge Acereda Macia (ii202@rossegat.uji.es) wrote:
- : 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?
-
- maybe because its slower then subdivision... from my innerloop
- guess, constant Z require 256cycle for 16 pixel... subdivision use
- less and should be easyer to setup.
-
- Stephan
-