From: bas AT merlin DOT ebicom DOT net Message-Id: <2.2.32.19970316013323.0076202c@merlin.ebicom.net> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Sun, 16 Mar 1997 01:33:23 +0000 To: djgpp AT delorie DOT com Subject: Re: Allegro perspective-correct texture mapping At 03:02 PM 3/15/97 GMT, you wrote: > > >Josh McDonald wrote in article ><01bc2ff7$739c9340$14621ecb AT homer DOT effect DOT net DOT au>... >> >> 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 > > Actually, DooM looks at a table of which walls are displayed from where >you are standing (it has a massive pre-calculated look up table), and then >draws these walls by a simplified method of ray casting. It sends out one >ray per a vertical display line (ie 320 in graphics mode 320x200, or 640 in >the newer DooM95), which dictates how far away that part of the wall is. >The texture is broken into vertical lines, and each vertical line is scaled >individually to be drawn on the display at the size specified by the cast >ray. You cannot look up and down because of the dependence on the lines >being exactly vertical. > > -Thomas > > Well, I'm not to sure about all this but I do know you can look up and down in Heretic which uses the doom engine Bob Sayers http://www2.ebicom.net/~bas/ "The speed of light sucks" -John Carmack