From: enigma AT erols DOT com (enigma) Newsgroups: comp.os.msdos.djgpp Subject: Re: Allegro perspective-correct texture mapping Date: Fri, 07 Mar 1997 00:09:53 GMT Organization: djgpp, i luv u ;) Lines: 28 Message-ID: <331f5b1c.1697280@news.erols.com> References: <5fg3s0$hob$1 AT troll DOT powertech DOT no> <331F047A DOT 271F AT cam DOT org> NNTP-Posting-Host: dam-as1s16.erols.com To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp On Thu, 06 Mar 1997 09:52:58 -0800, Tudor wrote: >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. hold up a sec.... umm.. this was my take on those engines... first of all. raycasting (not raytracing) is a simplified form of polygon translation. raytracing is a form of actual polygon rendering which is done by appz like 3ds MAX and TrueSpace.. Wolf 3D was infact a polygon based game. it used one-sized polygons, but polygons. Doom used a more complex but still lacking polygon engine. Duke3d is not hacked version of Doom. in fact. Duke3d's engine is based on a completely different form of polygon rendering. sector-based, i believe. sectors allowed for angled floors and ceilings (but not walls). Quake is infact a polygon engine based on a polyhedra primitive. Unreal will use the exact same TYPE of engine but based on a more complex primitive. thats just my take on it though. i'm no 3d guru ;) lates folks. mint enigma AT erols DOT com g'night folks. g'night