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- Path: horus.co.jyu.fi!daeron
- From: daeron@co.jyu.fi (Aki Laukkanen)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Texturemapping speedup
- Date: 8 Jan 1996 19:48:58 GMT
- Organization: I need to put my ORGANIZATION here.
- Message-ID: <4crsfa$2nn@mordred.cc.jyu.fi>
- References: <john.hendrikx.40k4@grafix.xs4all.nl> <Rr3Px*AKe@yaps.rhein.de> <4bc7i9$5r7@maureen.teleport.com> <4be5k3$cli@brachio.zrz.TU-Berlin.DE> <38231781@kone.fipnet.fi> <4cgvhd$cdf@brachio.zrz.TU-Berlin.DE> <4cilnb$hhn@mordred.cc.jyu.fi> <4cr8p9$3ql@news.cs.tu-berlin.de>
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- Philipp Boerker (rawneiha@hydra.zrz.TU-Berlin.DE) wrote:
- : daeron@co.jyu.fi (Aki Laukkanen) writes:
-
- : >Philipp Boerker (rawneiha@hydra.zrz.TU-Berlin.DE) wrote:
- : >: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi> writes:
-
- : You mean not doing anything is slower than doing anything? Interesting!
- : BTW I was talking about a polygon engine not a doom engine. With doom
- : engines you will always have to do proper clipping. When doing a polygon
- : engine you can assume that most of the time you display your object you
- : won't have to clip at all.
-
- Of course if you just display a single object on screen, that's true. But
- eh, that's not exactly useful in games and such. In demos too, a single
- object scene has been done 10000 times with ducks, toruses and faces ->
- boring. So, what's there next? Yes, a proper 3d world.
-
- --
- Daeron
-