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- Hi again,
-
- > OK OK. BAD MOOD.
-
- OK, we'll stick with that from now on then. I wrote an article in one of
- the threads in c.s.a.programmer yesterday calling it simply MOOD, but I
- did say that it was temporary and subject to change.
-
- > >I think we should set up some kind of mailing list to make the discussions
- ...
- > Well, I think there are some standard programs to manage this. The problem
- > would be to get a specific email address for it, cause here we depend on a
- > common RS6000 and don't have our own site. So we need authorizations.
-
- That`s no problem at all. I`m the only one with root priviliges on the
- Sparc20 I use at work and I also have root access on the Indigo2 in one
- of my collegues office. :-)
-
- > I think you already have a few email addresses. Could you get one more for
- > the list? There should be a unix account with it, so we can set up the
-
- Simple enough to do.
-
- > program that will manage the list. I could look for the programs, if you
- > want me to.
-
- I found the programs I needed at the Linux68k WWW site. I've compiled it
- while writing this and will try to get it running soon.
-
- > >Anything special you could recommend? I'm out of books at the moment.
- > Yes, if you've never read it, try John Fante. Really very great realistic stuff.
- > Also, I like Boris Vian a lot, but I don't know what it looks like once
-
- Never heard of either of those, what kind of stuff is it (apart from being
- realistic)?
-
- > translated: it relies so much on the style and the language.
-
- Ah, yes that's always a problem. I've not read anything in Swedish for
- several years since the translations (especially for mainstream things like
- thriller and fantasy) are so unbelievably bad. I could do better in my sleep.
-
- > Try Alexandre Dumas' Count of Monte Cristo. Great adventure stuff. The kind
- > of books you're supposed to read when you're 14. But I still like it a lot.
-
- I've read those and all the Jule Verne books. As you say, they're very good.
- I hardly think Monte Cristo was written for 14 year olds, but I guess you're
- right in saying that most people do read those books around then.
- I just remembered that I've never read 'The three musceteers' in an uncut
- edition, though, which could be just what I'm looking for.
-
- > Then, there is Stefan Sweig's twenty four hours in the life of a woman.
- > Celine's travel to the end of the night (these are all approximative
- > translations of the titles in french...)
-
- Meaning that it could be quite difficult to find them here, I guess.
-
- > I'm giving you title of some of the books I read recently. I'll take a look
- > in my library and make you a top twenty or something like that.
-
- Thanks very much.
-
- > fight. And you're supposed to speak french when fencing. Official language.
-
- Fortunately there doesn't seem to be much to say when you fight with the
- epee. ;-)
- Everything is handled by the electronics.
-
- > I don't know how it's called in english. I did the "fleuret" in the
-
- That's what the English call foil. In Swedish it's 'florett', which is
- pronounced almost exactly like the French word (not that I know any French).
-
- > beginning. Very precise stuff. Then I switched to "sabre" (the weapon with
- > which you touch with the edge). This weapon is a lot more savage and
-
- Yes, I've read about that. Sounds interesting, but I don't know if they
- teach that at the club I've joined. It also has the same 'strange' rules
- as the foil.
-
- > aggressive. Never really tried the third one ("epee"). The way you can touch
- > any part of the body seemed very confusing to me.
-
- I think that's one of the great advantages of the epee. None of those
- 'strange' rules deciding who may attack and when and the scoring is much
- simpler to handle.
-
- > I have no clue yet, but will try to understand this. I have to get a doom 1
- > wad home to use it on the falcon. I only have doom 2 here. BTW, would it be
- > very difficult to make dview work with doom 2 wads?
-
- I have no idea. I can't believe there can be that many changes between the
- WAD file formats, but I've not seen any documentation.
-
- > OK. This is what I thought: as you're drawing (well, I believe) the ssectors
- > more or less front to back, and walls in doom have just three parts, the
- > transparent one being the middle one (correct?), couldn't you keep track
-
- Well, the middle part is not handled as a wall at all, but simply as the
- empty space that it really is. There are only two kinds of walls:
- - Wall covering everything from floor to ceiling.
- - Wall consisting of a top and/or a bottom, not necessarily with space in
- between.
-
- > for each column in the screen, of the highest pixel drawn from the bottom
- > and of the lowest from the top? I mean, all the walls and sprites contained
-
- Yes, that is was DVIEW is doing to keep track of where it can draw the walls
- behind. The checking of that is also what's causing the errors I've been
- talking about when the tops lowest level goes below the bottoms highest.
- It _should_ not be difficult to fix those errors...
-
- > I'll try to be clearer: You draw (clipped) the current ssector. If there are
- > transparent segments, you recurse to the corresponding ssectors. When this
- > is done, you draw the sprites contained in the ssector (clipped by our
- > column table). Then, and only then, you update the column table (which means
- > you have to keep a local table for the currents ssector, I believe).
- > Does this seems feasible to you?
-
- Hmm, it might be possible to do something like that. We'll need to keep
- the coordinate data, though. :-(
-
- > Ah, but I've just thought about something... The problem is that you'd have
- > to stack column tables because of the sprites which have to be drawn back to
- > front.
-
- Ah, yes there's perhaps that problem if you do it the way you described,
- but if we're going to keep all the coordinate stuff we could probably draw
- and clip all the sprites at the end anyway. I still don't believe we'll be
- able to keep all that in the DSP ram, though, but I hope I'm wrong.
-
- > I have to think a little more about it. Perhaps there's a way, still.
- > I don't know. Perhaps all this is just crap. I have to understand Dview
- > better, first, I believe.
-
- You seem to be getting a pretty good idea of it.
-
- > Perhaps it could be managed by keeping a permanent and global column table,
- > updated each time you draw an opaque segment. And when you recurse to a new
- > ssector, you just give it the coordinates of the quadrilateral polygon that
- > must clip it. With both the clipping polygon and the column table, there
- > should be no problem, even with the sprites. Of course, some sprites would
- > be drawn in several parts.
- > Is this clear? Any question?
- > Does this seem efficient to you?
- > Of course, this is perhaps stupid, because it is theory.
-
- I'm not sure I understand why you intend to clip by the original (transparent)
- 'wall' polygon. I guess it would be easier to discuss these things after
- you've taken a good look at DVIEW so that we can relate everything to what
- is happening there. It's rather difficult to describe this sort of thing
- only with text.
-
- By the way, DOOM itself is supposed to draw the sprites at the very end IIRC.
-
- > >need all the pixel coordinate info to do the sprites right as well...
- > Impractical. There must be a "right moment" to draw the sprites without
- > bothering about all this.
-
- Hopefully.
-
- > >> draw. And do the transparent textures bring problems?
- > >I've not really considered those yet. Are they really that common in DOOM?
- > Not exactly common, but they definitely exist. In fact, in the first level
- ...
- > curious to know how doom handles this. But they should be no problem.
-
- Yes, if they really are not too common it probably won't matter much if
- we handle them in a slighty different way.
-
- > What I call a transparent wall can be the boundary between two ssectors, not
- > always corrseponding to a transparent texture or even to a real wall. So
- > they are very common.
-
- OK, but you only need to skip those. That's already done in DVIEW. It's the
- walls with textures with holes in them that must be handled separately.
-
- > It really seems like the algorithm has to be strongly restrained by the fact
- > that there will be sprites.
-
- Or at least it'll have to keep around data that could be thrown away otherwise.
-
- > >It would even be enough to clear the screen before you start drawin, but
- > >that might be slower.
- > Yes it will. But in dview, don't you do this already (if you xor, you must
-
- There would be no need to unless the XOR is really used (I believe I only
- do it in single step mode, but it has been a while since I wrote the code).
-
- Regards,
- Johan
-
- --
- Chalmers University | Why are these | e-mail: d8klojo@dtek.chalmers.se
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