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Mail Archives: djgpp/1997/03/20/17:32:15

From: "Anthony Q. Bachler" <cwhizard AT NOSPAM DOT sockets DOT net>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Allegro perspective-correct texture mapping
Date: 20 Mar 1997 20:02:23 GMT
Organization: Apcad Engineering
Lines: 35
Message-ID: <01bc3564$c4a85860$LocalHost@anthonyb>
References: <5fg3s0$hob$1 AT troll DOT powertech DOT no> <331F047A DOT 271F AT cam DOT org> <01bc2ff7$739c9340$14621ecb AT homer DOT effect DOT net DOT au>
NNTP-Posting-Host: 208.16.64.197
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

You lie.  I had a copy of the source code for Doom.  It does use
raytracing. 
-- 

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Josh McDonald <os-dev AT effect DOT net DOT au> wrote in article
<01bc2ff7$739c9340$14621ecb AT homer DOT effect DOT net DOT au>...
> > Games like DOOM or DUKE3D don't use polygons and textures.They use
> > raytracer engines. If you are talking about Quake, it 'cheats' in the
> > way it maps textures.It combines affine with perspective correct or
> > somthin like that.Like it's doing a correction only every 16 pixels.
The
> > result is a faster texture mapper but still 'perspective correct' for
> > the human eye & mind. 
> 
> HAHAHAHAHAHAHAHAA ROTFL...... How can we tell _everybody_ the truth
> about doom so we don't get these messages anymore?
> 
> Doom does _not_ use raycasting, or raytracing. It draws polygons, which
are
> sorted
> through a bsp. Sheesh..
> 
> -Josh
> 

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