Panajev2001a
GAF's Pleasant Genius
Long time no update.
This is a screen-grab of the Z-buffer with values clamped/capped using 8 bits of precision, so it is not the full 24 bits Z-buffer which would be something like:
Why is texturing all wrong ?
I am not importing the UV data from any mapper and I am not doing perspective corretion for textures either...
We started doing this as we wanted to separate the task in steps, now it is time to add the missing steps like proper UV/ST mapping and perspective corrected texturing.
Finally got the time to do a simple 3D camera with (from Object Space to Clip Space is my work, from Normalized Device Co-ordinates to Device Coordinates I am using Sparky's code [playstation2-linux.com] ).
I have, as I wanted, my nice IGGS_frustum call... (lookAt is already in place) ahem... ripoff
I have to add support for ahem... IGGS_perspective, pen and paper and I should be ready to go mapping FOV, height, width, etc... to the Top, Bottom, Left and Right clipping planes.
All right... back to my DSP homework sigh ... I hate that class...
This is a screen-grab of the Z-buffer with values clamped/capped using 8 bits of precision, so it is not the full 24 bits Z-buffer which would be something like:
Why is texturing all wrong ?
Code:
int u [3] = {0, 256, 256};
int v [3] = {0, 0, 256};
I am not importing the UV data from any mapper and I am not doing perspective corretion for textures either...
We started doing this as we wanted to separate the task in steps, now it is time to add the missing steps like proper UV/ST mapping and perspective corrected texturing.
Finally got the time to do a simple 3D camera with (from Object Space to Clip Space is my work, from Normalized Device Co-ordinates to Device Coordinates I am using Sparky's code [playstation2-linux.com] ).
I have, as I wanted, my nice IGGS_frustum call... (lookAt is already in place) ahem... ripoff
I have to add support for ahem... IGGS_perspective, pen and paper and I should be ready to go mapping FOV, height, width, etc... to the Top, Bottom, Left and Right clipping planes.
All right... back to my DSP homework sigh ... I hate that class...