From: ellman AT xs4all DOT nl () Newsgroups: comp.os.msdos.djgpp Subject: Re: Z-bufering Date: 2 Apr 1997 11:55:10 GMT Organization: XS4ALL Lines: 32 Message-ID: <5htheu$cf0$1@news0.xs4all.nl> References: <33414D32 DOT 147D AT geocities DOT com> NNTP-Posting-Host: xs1.xs4all.nl To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp In article <33414D32 DOT 147D AT geocities DOT com>, Henri Ossi wrote: > >Where can I find a source code for Z-buffering under Allegro? >It isn't fun to draw every 3D object on the screen. >Thanks for the answers. You'd have to re-write Allegro's 3D polygon drawing routines so that they calculate the Z value for each pixel they plot, and compare them with the value in the Z buffer for that point. I am thinking of having a go at this myself, but I'm thinking of implementing 1/z buffer because 1/z values can be quickly calculated from the equasion of a plane where Ax+By+Cz=D. See the Zed3D tutorial for more information. It can be FTP'd from x2ftp.oulu.fi in pub/msdos/programming/docs/zed3d095.zip AE. PS. I've just written some code to draw a sphere lit from a single lightsource, but it's too slow, and I think there may be a way better than the one I've used. I will use this code to experiment with Z buffering before I have a go at adding it to Allegro's polygons. Is anyone interested? Also, does anyone have any ideas on texture-mapping spheres? -- Andrei Ellman - URL: http://www.xs4all.nl/~ellman/ae-a - ae1 AT york DOT ac DOT uk "All I wanna do is have some fun :-) || ae-a AT minster DOT york DOT ac DOT uk I've got the feeling I'm not the only one" || mailto:ellman AT xs4all DOT nl -- Sheryl Crow :-) || It's what you make of it.