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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: 21 Feb 1996 13:08:54 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4gf5h6$7bd@maureen.teleport.com>
- References: <38232371@kone.fipnet.fi> <4fntd3$g56@sunsystem5.informatik.tu-muenchen.de> <38232442@kone.fipnet.fi> <4fvnjb$gdm@oreig.uji.es> <4g147q$sit@maureen.teleport.com> <4ga6lr$rp8@brachio.zrz.TU-Berlin.DE> <4gc5ur$brr@maureen.teleport.com>
- NNTP-Posting-Host: linda.teleport.com
- X-Newsreader: TIN [version 1.2 PL2]
-
- I'm trying to improve what I got so far... but I cant seem to
- remove those anyone shifted pixels :(
- I tested the quality of the code by rotating a cube with a gride
- texture... 4*4 pixel per face.
- what happen is that some scan line sonner or latter have a 1
- pixel offset. this show as non 'smooth' lines.
-
- All the book I know, and code I saw on the net do dirty mapping
- like this. but descent for example as pretty clean mapping (Not
- perfect, you can still see that effect).
-
- My question is (I'm having a hell of time try to correct this) how
- do you make sure each scanline light and texture position is alway
- correct . (I'm not even talking about perpective correction here).
-
- My guess is that it as something do do with the round of of X1, and
- the roundoff as an effect on the texture/lighting . my guess was
- to compansate usign this (in the YLoop)
-
- light -= ((x1 & 0xFFFF) * lightstep ) / x1step
-
- but this doesn't do the trick, and I'm just confused now :)
-
- Stephan
-