221 reputation
18
bio website thundordan.deviantart.com
location
age 25
visits member for 2 years
seen Oct 1 '13 at 11:24

Half designer, half programmer. Which means, half stupid at both...


Sep
24
awarded  Autobiographer
Jun
17
awarded  Popular Question
Feb
23
awarded  Teacher
Feb
23
awarded  Yearling
Oct
1
accepted Profiling the GPU of a tablet
Oct
1
answered Profiling the GPU of a tablet
Sep
16
asked Profiling the GPU of a tablet
Mar
16
awarded  Tumbleweed
Nov
15
accepted UV texture mapping with perspective correct interpolation
Nov
15
comment UV texture mapping with perspective correct interpolation
I can understand both sides of the argument here. My reasoning was: 1). Having nice frameworks doesn't mean we shouldn't try to understand how game engines work at their core. And 2). It appears to me that there are more people experienced in shading/texturing here, than elsewhere. Also, this topic is not covered very well on the internets, so questions like this are often helpful. Not to mention, if there are tags for it, then it's on topic ;)
Nov
15
revised UV texture mapping with perspective correct interpolation
updated with solution/clarification
Nov
15
comment UV texture mapping with perspective correct interpolation
See, checking for floating point errors would have been one of the last things I would have thought of. (And as it turns out, it's not the cause of my problem, but) It's very useful that you've pointed this out. I'll be more careful with my long and "weird" floats.
Nov
15
revised UV texture mapping with perspective correct interpolation
updated with solution/clarification
Nov
15
comment UV texture mapping with perspective correct interpolation
So it seems that it is impossible to wrap a texture around a cube, unless you store UV information on a per-triangle basis. 8 points of uv data aren't enough: itu.dk/people/tdbe/webStorm/rasterizer_sandbox/index.html
Nov
15
comment UV texture mapping with perspective correct interpolation
Why yes, it is homework! Well, sort of, I'm not really required to implement all this. There's no course info to follow, so I'm pretty much sailing the internets. Can't believe how blind I was last night, got confused by those bleeding edges. You are completely right.
Nov
15
asked UV texture mapping with perspective correct interpolation
Oct
4
accepted Depth interpolation for z-buffer, with scanline
Oct
4
comment Depth interpolation for z-buffer, with scanline
You know, I read quite a few articles and courses, and none of them were quite as clear as your answer. For posterity, I will also note that "The letters "U" and "V" denote the axes of the 2D texture because "X", "Y" and "Z" are already used to denote the axes of the 3D object in model space. UV texturing permits polygons that make up a 3D object to be painted with color from an image." - Wikipedia - UV Mapping
Oct
4
revised Depth interpolation for z-buffer, with scanline
updated my question, partially solved the problem
Oct
4
revised Depth interpolation for z-buffer, with scanline
deleted 110 characters in body