home *** CD-ROM | disk | FTP | other *** search
- Path: hell.team17.com!news
- From: boberg@team17.com (Stefan Boberg)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,alt.sys.amiga.demos,comp.sys.amiga.misc
- Subject: Re: AB3D II beats Quake....
- Date: Thu, 04 Apr 1996 23:39:57 GMT
- Organization: Team 17 Software Ltd.
- Message-ID: <4k1j58$b9l@hell.team17.com>
- References: <DosA8o.17B@info.uucp> <6538.6658T1031T2526@mbox.vol.it> <4jgn4o$l2b@hell.team17.com> <4jk515$q3l@nadine.teleport.com> <4jkdpu$1o6@hell.team17.com> <4joj14$ghj@nadine.teleport.com> <4js275$98s@hell.team17.com> <4jt8bh$a70@nadine.teleport.com> <4ju1qf$k4@hell.team17.com> <4juplu$n44@nadine.teleport.com> <4jutrg$alh@hell.team17.com> <4jvho1$41l@nadine.teleport.com>
- NNTP-Posting-Host: zonk.team17.com
- X-Newsreader: Forte Free Agent 1.0.82
-
- sschaem@teleport.com (Stephan Schaem) wrote:
-
- > 6... the one you missed is recursive subdivision, and the fastest methode
- > I tryed.
-
- Ah, do you mean subdividing polygons? That doesn't really have
- anything to do with rasterization, though? Not directly.
-
- Anyway, I haven't tried that yet, since I currently need to support
- N-sided polygons, and there's no _trivial_ way of subdividing those,
- as far as I know. I'll probably look into it though. BTW: As far as I
- can see, it's quite important to choose your splitting position
- carefully, since splitting polygons simply in half in general doesn't
- give you what you want (it's quick, though).
-
- > Stephan
-
- ===============================================================
- Stefan Boberg boberg@team17.com
- "This, like, sucks in ways that we've never seen stuff suck
- before, so it's kinda cool!" - B&B
-
-