http://www.vbforums.com/images/ieimages/2005/08/1.jpg
Printable View
A test to see if we can make an approximation for the distance darkening. So we don't have to use divisions on floats.
http://www.vbforums.com/images/ieimages/2005/09/1.bmp
Sketches for the view to screen coordinates.
http://noteme.com/doomsharp/img/sk1.gif
Sketches for the camera roll bug.
http://noteme.com/doomsharp/img/sk2.gif
Bounding sphere culling for the frustum.
http://noteme.com/doomsharp/img/sk3.gif
BSP testing for the engine. Got ditched in the end...
http://noteme.com/doomsharp/img/sk4.gif
- ØØ -
View to screen coordinates reviewed. Fixed the bug with the stretched textures.
http://noteme.com/doomsharp/img/sk5.gif
Imaginary sized map that will hold the wallparts in it's own zones...ment to be used in cooperation with the bounding sphere
http://noteme.com/doomsharp/img/sk6.gif
Smallest bounding sphere calculation...thanks Keda for confusing me in the middle of the night..D::D:D:D:D:D:D:D...love you...:D
http://noteme.com/doomsharp/img/sk7.gif
FOV performance testing regarding the bounding sphere.
http://noteme.com/doomsharp/img/sk8.gif
Maping and implementation of the bounding sphere to the imaginary lookup table map..:):
http://noteme.com/doomsharp/img/sk9.gif
Algorithm "G" as of 4th October 2005, latest design, unoptimised.
Each frame consists of rendering a 128X128 source texture inside a distorted quad of approximately 91000 pixels in area.