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- Path: sparky!uunet!mcsun!uknet!canon.co.uk!ads
- From: ads@canon.co.uk (Adam Billyard)
- Newsgroups: comp.graphics
- Subject: Re: wolf 3D
- Message-ID: <1992Aug18.152925.3600@canon.co.uk>
- Date: 18 Aug 92 15:29:25 GMT
- References: <713996198snx@nexnix.demon.co.uk>
- Reply-To: ads@canon.co.uk
- Organization: Canon Research Centre Europe Ltd
- Lines: 31
-
- gary@nexnix.demon.co.uk (Gary Howland) writes:
-
- > I used to program games back in my younger days, and knew some ridiculous
- > algorithms for squeezing fast graphics (3-dimensional as well as normal stuff)
- > out of the hardware I was using, but the speed at which wolfenstein-3D (apogee)
- > generates its images amazes me. Can anyone give me a rough overview of how
- > wolfenstein 3D generates its images?
-
- The trick used in Wolf3d to get fast texture-mapping seems to be to use
- a non-regular scaling of a pixmap. If you look at the images generated
- you'll see that the texels are not perspective projected - they're
- simply scaled (axis-aligned) rectangles. This gives an OK result but
- has the nasty side effect that you're not really texturing polygons.
- You're scaling images. This means that the larger the texels the more
- raggy the edge of the "polygon" is. The people that did Wolf3D
- cunningly arranged for the very "fat pixels/texels" to be clipped off
- the edge of the viewport in most cases since they only get real big as
- the scaled pixmap gets "close" to the view plane. It is a really good
- effect, but not much use for general 3D geometry.
-
- Also, keep in mind that in your "younger days" the processors were a lot
- slower - well thats what I tell myself when I see some of these games. :-)
-
- Adam.
-
-
- -------------
- Adam Billyard, Canon Research Centre Europe,
- 17/20 Frederick Sanger Rd, Surrey Research Park, Guildford, Surrey, GU25YD, UK.
- ads@canon.co.uk, ads@canon.uucp, ..!ukc!canon!ads
- Tel: +44 (0) 483 574325 Fax: +44 (0) 483 574360
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