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Oct 8th, 2005, 05:09 AM
#1
Thread Starter
transcendental analytic
Perspective Texture Mapping
Since I'm developing Doom++ in parallell with DoomSharp, I've decided to lend a hand with the nastiest part of it all.. perspective correct rendering 
I'm working on a tutorial that will be available at http://www.abo.fi/~ksugii/ptm.html quite soon..
Until then I'm going to post a very revealing little artwork I made a while ago trying to figure out the magic numbers:

Have fun
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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