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visits member for 1 year, 9 months
seen Apr 28 at 9:55

Nov
28
comment Scanline filling of polygons that share edges and vertices
Thanks, that is exactly what I did, except instead of scanlining the whole screen at once, i scanline each individual polygon.
Nov
28
accepted Scanline filling of polygons that share edges and vertices
Nov
28
awarded  Scholar
Nov
28
comment Fast software color interpolating triangle rasterization technique
Thanks, I implemented a floating point DDA that works very good.
Nov
28
accepted Fast software color interpolating triangle rasterization technique
Nov
28
accepted Greiner-Hormann clipping problem
Nov
23
asked Fast software color interpolating triangle rasterization technique
Nov
9
revised Annoying flickering of vertices and edges (possible z-fighting)
added 69 characters in body
Nov
9
comment Annoying flickering of vertices and edges (possible z-fighting)
@Adam - I'm only using a 2D library; absolutely no DirectX or OpenGL. I want to do everything manually so I can learn.
Nov
8
awarded  Editor
Nov
8
revised Annoying flickering of vertices and edges (possible z-fighting)
added 571 characters in body
Nov
8
comment Annoying flickering of vertices and edges (possible z-fighting)
You mean the projection plane? It's the XY plane and it's facing the positive Z direction. The camera is behind it at about (400,400,-1000). I'm not using complex notions as all I'm trying to render is a rotating icosahedron that is right in front of the projecting plane, so the z-buffer is storing the actual z coordinates.
Nov
8
asked Annoying flickering of vertices and edges (possible z-fighting)
Nov
3
asked Scanline filling of polygons that share edges and vertices
Nov
1
comment Scan-Line Z-Buffering Dilemma
Just one small thing: in this picture, the scanline (red) intersects that vertex at the top. In an icosahedron each edge has 2 incident triangles. From edge a, only one incident triangle is visible, the other one is in the back. Same for edge d. Now, as we go from a to d, this happens: the poly behind poly 1 and poly 1 are set 'in', then 2 is set in and 1 is 'out', then 3 is set 'in', 2 is 'out' and finally 3 is 'out' and the one behind it is set 'in', which is not the desired behavior. How do process the edges in the AEL so the right polys are set 'in'?
Oct
31
comment Scan-Line Z-Buffering Dilemma
One last thing, sorry if I'm annoying. I'm trying to render an icosahedron and at a certain scan line I get 5 edges with the same xInt so strange results arise. Decrementing yUpper by 1 does not work because then some polys never get out of the 'in' state. What do you suggest I do?
Oct
28
asked Greiner-Hormann clipping problem
Oct
19
comment Scan-Line Z-Buffering Dilemma
Thank you very much for your reply, but I still don't understand how to handle partially visible polys. For example, in the picture, the poly on the upper left (the light blue one) has most of its edges off-screen. How do I set its 'in' flag so I don't paint with the background color?
Oct
15
awarded  Student
Oct
14
asked Scan-Line Z-Buffering Dilemma