1. Re: z-buffer routines & comment & question
- Posted by M King <boot_me at GEOCITIES.COM> Oct 24, 1999
- 402 views
12.5 fps on sphere... 7.5 and 6.5 fps on house.ex, at 800x600 and 640x480 resolution respectively...(my graphics card is optimized for 800x600 gaming I think in the hardware) My system: k-6 200 agp 1x motherboard (fic va-503) 32 meg Savage 4 video card (Diamond Stealth iii S-540) 32 megs ram Windose 98 running on a minimal partion Looks very nice, thanks Jiri...nice to see someone else who isn't afraid to share...I tried to explain to Tapu that you gain more by contributing generally (whether by optimizations, or opinionated sarcasm (whichever :)) than by showing what you can do and then never releasing the code to the group. (and was ignored of course). It is of course Tapu's baby though, and his right to it. If I for one was capable of understanding the concepts behind these programming examples, I would love to see other people making things with it. When they do, they generally are willing to share with the original author a registered or full version of the software, or even show new ways that the code can be used/re-used. Anyway, I was wondering if you would provide a hard coded example of each of the classes of polygon that your z lib handles. ie. cube= {{-1,-1,-1},{1,-1,-1},{1,1,-1},{-1,1,-1}, -- cube top {-1,-1,1},{1,-1,1},{1,1,1},{-1,1,1}}, -- cube bottom topo={{5,1,4,8},{8,4,3,7},{7,3,2,6},{1,5,6,2},{1,2,3,4},{5,6,7,8}}, colors={63,127,191,255,191,255,63,127} -- zgpoly({cube[1],cube[2],topo,colors[1]}) I know this is not right, as it doesn't run...but to understand what is going on with all of the other stuff in the program (rotations, palettes,etc) I need to understand the basic structure of the polygon, which I don't. Thanks again Jiri... Monty in Oregon >If you are, like me, a Tapu's fan bored waiting for him to unveil >(de-shroud) his much touted 1 frame per second (233 MHz machine) 3-d >engine, you might like to wander over to my pages at > > homepages.paradise.net.nz/~jbabor/euphoria.html > >and fetch my z.zip. You will find it in the graphics section. It >contains a small set of z-buffer routines and a couple of simple demos >that I sketched in between tennis matches over the last few nights: >mapping of flat colored polygons (did I hear someone yawning loudly?), >a kind of Gouraud shading as well as full any-polygon-to-any-polygon >texture mapping. I am especially proud of the very last one, a texture >mapper with a twist: you can nominate one of the colors as >*transparent*, which virtually allows creation of arbitrary complex >polygons, even with funny 'curved' edges, or with holes, etc. All in >all >nothing much, but I think it does illustrate what can be done in good >pure high level language on today's machines. > >But, please, treat it with caution, it is a new born baby, very >fragile, >bound to misbehave - very much a work-in-progress! > >Enjoy. jiri