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Thread: [Pictures] Sketches

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    [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches


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    Re: [Pictures] Sketches

    A test to see if we can make an approximation for the distance darkening. So we don't have to use divisions on floats.



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    Re: [Pictures] Sketches

    Sketches for the view to screen coordinates.



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    Re: [Pictures] Sketches

    Sketches for the camera roll bug.



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    Re: [Pictures] Sketches

    Bounding sphere culling for the frustum.



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    Re: [Pictures] Sketches

    BSP testing for the engine. Got ditched in the end...





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    Re: [Pictures] Sketches

    View to screen coordinates reviewed. Fixed the bug with the stretched textures.



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    Re: [Pictures] Sketches

    Imaginary sized map that will hold the wallparts in it's own zones...ment to be used in cooperation with the bounding sphere




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    Re: [Pictures] Sketches

    Smallest bounding sphere calculation...thanks Keda for confusing me in the middle of the night..D:...love you...




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    Re: [Pictures] Sketches

    FOV performance testing regarding the bounding sphere.



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    Re: [Pictures] Sketches

    Maping and implementation of the bounding sphere to the imaginary lookup table map..:



  21. #21
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    Re: [Pictures] Sketches

    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.
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    I don't live here any more.

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