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- Hi,
-
- >I think a two word title would be better, but for the time being it's not
- >bad at all.
- OK OK. BAD MOOD.
-
- >He's back now, by the way. I exchanged some email with him today.
- Yes, I did,too. And the phone should ring in a minute or two, in fact.
-
- >I think we should set up some kind of mailing list to make the discussions
- >easier, especially if more people get involved. You don't happen to know
- >anything about how to do that, do you?
- 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.
- 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
- program that will manage the list. I could look for the programs, if you
- want me to.
-
- >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
- translated: it relies so much on the style and the language.
- 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.
- 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...)
- 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.
- You see, all this is very classical stuff. But I had never read them, and it
- was a pity.
-
- >Well, so far I have no plans on quitting so hopefully I'll be pretty good
- >in 17 years or so... ;-)
- It's a very exciting sport. I like this kind of very polite, but intense
- fight. And you're supposed to speak french when fencing. Official language.
-
- >> often play with the idea of digging my old sword out of the attic.
- >What type of weapon did you use? Foil?
- I don't know how it's called in english. I did the "fleuret" in the
- 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
- aggressive. Never really tried the third one ("epee"). The way you can touch
- any part of the body seemed very confusing to me.
-
- >I can't find any literature that mentions much about anything other than
- >that, but I'm learning epee (Really strange name that. In Swedish we
- >use the same word as for rapier), which needs quite another type of
- >tactics it seems.
- Yes, the epee is really something different. And when you watch the fights,
- it seems like you couldn't say who won. It's like a gun fight in westerns.
- The opponents observe each other, and then, in one second, it's over.
-
- >Take a look at how the drawing occurs in 'F'/'W' mode with single step.
- >The image is built up in a very strange way, but nothing is drawn twice
- >(I even XOR everything to show that absolutely clear) except for the
- >strange special cases I've mentioned.
- 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?
-
- >Consider the problem of drawing a sprite behind a low pillar some way 'into'
- >the picture:
- >- It's more or less impossible to draw the sprite before or
- > during the drawing of floors, ceilings and walls since there would have to
- > be a lot of masking etc going on.
- >- The legs of the monster are covered by both the walls and the top surface
- > of the low pillar.
- >Now, without having all the coordinates for the pixels that constitue our
- >pillar, we can't help drawing the monster partly on top of it, which
- >needless to say would look _bad_.
- >Of course different parts of the monster could be covered by different
- >pillars and 'stalagtites' as well as walls from the sides...
- 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,
- 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
- in sectors not yet drawn will be clipped by these values (a completely drawn
- column having top and bottom joining each other).
- 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?
- 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.
- 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.
- 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.
-
- >Ah, this really is difficult. Without bothering about the sprites we could
- >probably make the engine quite a bit faster, but putting them in afterwards
- >_could_ be _very_ difficult. As I've mentioned elsewhere, I think we'd
- >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.
-
- >> 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
- of doom 2, there is a semi-transparent door (I mean, you can see through
- some parts) and you can shoot through it (there is a monster behind and he
- shoots too). Anyway, these textures should be drawn after the return of the
- recursion drawing of the ssector behind it. So in this case, some parts of
- the screen will be drawn twice (as in the case of sprites). I would be
- curious to know how doom handles this. But they should be no problem.
- Anyway, they are always associated with a transparent sector, so this should
- work.
-
- >There are none in Jaguar DOOM and it doesn't seem to matter much, but then
- >those levels have been redesigned, which obviously is not an option for us.
- Exactly. And if we want it to work with doom2, we can't escape these.
-
- >> Yes, I thought the right way to do it was to draw all the solid walls of a
- >> ssector, and then, for each transparent wall, to look in the BSP which
- >> ssector is behind it, and draw this sector, clipped by the transparent wall.
- >You wouldn't really have to consider the transparent wall at while drawing
- >what is behind it, I think. Just draw it on top afterwards.
- What I meant was, clipped by the boundaries of the segment. Not by each
- transparent part of it. So, right, you draw it on top afterwards.
-
- >without every drawing a pixel twice. So the order (front to back or the
- >reverse) of the drawing is actually unimportant.
- Yes it seems to be important when you have to draw sprites or transparent
- textures, because then you have to draw some pixels twice. Well, I think.
-
- >_But_, you would need to keep all the coordinate information I optimized
- >away if you were going to remember what wall etc you should draw on top.
- >Doing it only for transparent walls might be workable if they really are
- >as uncommon as I believe.
- 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.
-
- >By the way, I'm not sure what definitions you use for 'tranparent' and
- >'semi-transparent' walls. That might be a communication problem.
- >What I mean (and I only use one of the terms) is a wall that has a texture
- >with transparent holes in it. Most windows etc only have walls at the top
- >bottom and thus don't need any kind of transparency. Diagonal windows and
- >cell bars that are in some places do, however.
- Yes, so we didn't speak about the same thing.
-
- It really seems like the algorithm has to be strongly restrained by the fact
- that there will be sprites.
-
- >No, you've got to draw a bunch of horizontal lines which is much easier.
- >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
- have cleared before?)
-
- >It's those display glitches that I can't get rid of. I've been _sure_ so
- >many times now that I've got rid of them, only to find out that my new
- >'fixed' code don't improve things at all or causes major havoc all over
- >the place...
- Just wait a little, sleep well, and one morning, you'll have the answer.
- It's true that sometimes, to get an answer, you have to stop thinking about
- the problem.
-
- >Ooops, I just got a warning that the system is going down in a couple of
- >minutes so I guess I should send this off. I've not reread it very
- >carefully, but I hope it's more or less coherent.
- Yes. Don't worry about this.
-
- Regards,
- Bertrand
- +-----------------------------------------------------------+
- |Bertrand Le Roy |A Darwinian theory of Gravitation: |
- |bleroy@ccr.jussieu.fr|In the beginning, mature apples fell|
- |tel. 44.27.72.95 |in all directions. But only the trees|
- |fax. 44.27.72.87 |whose apples fell down have survived.|
- +-----------------------------------------------------------+
- |Laboratoire de Gravitation et Cosmologie Relativistes |
- |Universite Pierre et Marie Curie, tour 22-12, 4e etage |
- |4, place Jussieu, 75252 Paris Cedex 05 |
- +-----------------------------------------------------------+
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