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Author Topic: Nspire Raycaster -  (Read 27358 times) Bookmark and Share
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DJ Omnimaga
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« Reply #15 on: 24 March, 2010, 00:40:45 »
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aaaah ok I see ^^, but on my side, stuff that technical is very hard to understand x.x. It's not necessarly just cuz of the low level programming, but more understanding 3D, because someone did a TI-BASIC raycaster before and I still couldn't understand, even if it was written in TI-BASIC, which I programmed for 9 years. Axcho from UTI is the person who did the program.
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« Reply #16 on: 24 March, 2010, 00:51:43 »
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Never mind the key code question; I found the key codes here: http://hackspire.unsads.com/wiki/index.php/Memory-mapped_I/O_ports#900E0000_-_Keypad
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« Reply #17 on: 24 March, 2010, 01:35:40 »
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Hmm, what is this "flickering" you speak of...
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« Reply #18 on: 24 March, 2010, 01:38:12 »
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I believe he wants to know how to draw to the buffer without updating the screen.
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« Reply #19 on: 24 March, 2010, 01:46:06 »
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I believe he wants to know how to draw to the buffer without updating the screen.
Draw to another buffer and copy it over, I would think.
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« Reply #20 on: 24 March, 2010, 06:38:54 »
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What is the best way to create a second buffer? I tried making a 320x240 array, but the program just crashed.
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« Reply #21 on: 24 March, 2010, 07:30:57 »
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I don't have double buffering working yet, but I do have texture mapping:

The textures are only 8x8 though, since I had to hand-code them.
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« Reply #22 on: 24 March, 2010, 07:34:27 »
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Darn awesome! How many FPS do you get approximately on calc? (remember you'll have to slow down framerate a bit for on-calc usage since the Nspire LCD is so blurry) Also are these textures 8x8?
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« Reply #23 on: 24 March, 2010, 07:43:24 »
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Yay! Higher walls! That looks very cool! Cheesy
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« Reply #24 on: 24 March, 2010, 07:44:51 »
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Yup, the textures are 8x8.
I can't really tell how many FPS I'm getting. I think any numbers I get right now would be meaningless, since I have a feeling much of the time is spent refreshing the screen every time I draw a pixel.
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« Reply #25 on: 24 March, 2010, 13:38:07 »
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A 320x240 array is wayyy too big. (Also, it doesn't help me if I don't know the size of the elements)

And what do you mean "refreshing the screen every time I draw a pixel"
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« Reply #26 on: 24 March, 2010, 20:05:27 »
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A 320x240 array
meaning >9000 :O

Sorry couldn't resist Tongue
« Last Edit: 24 March, 2010, 20:05:41 by DJ Omnimaga » Logged

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« Reply #27 on: 25 March, 2010, 00:17:17 »
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I'm using the setPixel() function from the Ndless demo to draw to the screen, which I presume has to refresh the LCD every time it is called.
The array elements are ints.
« Last Edit: 25 March, 2010, 00:17:51 by bwang » Logged
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« Reply #28 on: 25 March, 2010, 01:27:08 »
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320x240? Thats MASSIVE! Are there going to be any speed issues with checking against an array of that size?

Also you might be able to come up with a nifty verticle scaled texture-slice routine to speed things up mebbe? (or cheat and store pre-scaled textures to match each change in height position?)

Either way it looks awesome, i want to buy an Nspire just to test Cheesy.
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« Reply #29 on: 25 March, 2010, 03:38:33 »
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I'm using the setPixel() function from the Ndless demo to draw to the screen, which I presume has to refresh the LCD every time it is called.
The array elements are ints.
I assume the setPixel() function writes to the LCD memory, and I know the LCD updates itself automatically when it refreshes. And each pixel is 4 bits, so using ints for the array makes it 8 times as big as it needs to be.
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