Author Topic: Texture drawing  (Read 39043 times)

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Offline chattahippie

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Re: Texture drawing
« Reply #90 on: August 16, 2011, 05:14:02 pm »
That looks very nice, though it looks like there is a "seam" between the two triangles you are drawing. Is that intentional?

I think that he is showing off it's 3d aspect by tilting them, as if a square was folded partially
« Last Edit: August 16, 2011, 05:15:24 pm by chattahippie »

Offline ben_g

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Re: Texture drawing
« Reply #91 on: August 16, 2011, 05:14:26 pm »
That looks very nice, good job. Is this for some other project?
Yes, for a first person shooter.I'm not giving much information about it (just in case it won't work).

(Yet) an other question: what should be the best (when you look at memory and speed) way to do z-ordering? a z-buffer (which contains the depth of every pixel) or to save the avarage depth of every polygon, then sort the polygons and draw them in the correct order (furthest to nearest)?

EDIT:
That looks very nice, though it looks like there is a "seam" between the two triangles you are drawing. Is that intentional?
It's not intentional. It's caused by the texture being rotated a bit differently on the two triangles. This is just the way affine texture mapping works.

« Last Edit: August 16, 2011, 05:17:16 pm by ben_g »
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Offline ztrumpet

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Re: Texture drawing
« Reply #92 on: August 16, 2011, 07:18:57 pm »
That looks awesome, ben_g.  Great job. :D

Offline fb39ca4

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Re: Texture drawing
« Reply #93 on: August 16, 2011, 07:31:27 pm »
It depends on the situation. When there isn't very many polygons, sorting is faster, but past a certain number, (I think around a hundred) the sorting algorithm becomes too slow and z-buffering wins. Also keep in mind only z buffering is able to correctly show intersecting polygons.

Offline ben_g

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Re: Texture drawing
« Reply #94 on: August 18, 2011, 02:21:24 pm »
It depends on the situation. When there isn't very many polygons, sorting is faster, but past a certain number, (I think around a hundred) the sorting algorithm becomes too slow and z-buffering wins. Also keep in mind only z buffering is able to correctly show intersecting polygons.
I know z buffering is only able to correctely show intersecting polygons, but also: one byte isn't accurate enough for polygons close to each other, so I need two byter for every pixel on the screen, so that would make 1228 bytes, which is really much, and I'm wondering if it's worth it to use that many bytes for only the graphical part.
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- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
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