| bio | website | |
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| location | ||
| age | ||
| visits | member for | 7 months |
| seen | Feb 9 at 21:32 | |
| stats | profile views | 26 |
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Jan 30 |
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Making a point light follow the camera @Tordin see edit, and thanks for the matrix tip. |
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Dec 4 |
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Coordinate spaces and transformation matrices @NathanReed I tried several points just now and the results coincide perfectly. |
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Nov 28 |
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Threads slowing down application and not working properly @Carlos Sorry, I should've mentioned that. I have an T9300 Intel Core2 Duo CPU running at 2.5 GHz. |
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Nov 28 |
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Threads slowing down application and not working properly Thanks, it now works about as fast as without threads. I just added 2 milliseconds of sleep in the waiting loops of both the main program and of the threads. It also works when I optimize. All I have left is making the threads actually speed up the program. |
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Nov 28 |
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Scan-Line Z-Buffering Dilemma Thank you very much for all your answers, I ended up implementing a per-polygon rasterizer which is much simpler, in my opinion. |
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Nov 28 |
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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. |
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Nov 28 |
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Fast software color interpolating triangle rasterization technique Thanks, I implemented a floating point DDA that works very good. |
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Nov 9 |
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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. |
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Nov 8 |
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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. |
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Nov 1 |
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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'? |
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Oct 31 |
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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? |
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Oct 19 |
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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? |