LinusN information 2 glöps

- general:
- level: user
- personal:
- first name: Linus
- last name: Nielsen
- demo Amiga OCS/ECS Virtual intelligence by Horizon
- For you who wonder how the "texturemapping" is done, I can give you a brief explanation.
We traced the outline of each bitplane, giving us long lists of "up-down-left-right" information on how to reconstruct it. We then redefine what "up", "down", "left" and "right" means when we draw it. If we rotate the image, "up" could mean 0.2 pixels to the right and 0.6 pixels up, for example. We then plotted the pixels so that we could use the blitter to fill each bitplane, and voila!
That is why almost none of the images were dithered. Tracing all those tiny "islands" of pixels was expensive. The raytracing animation took a long time to draw because of all the shades, and we couldn't draw that in 50 fps.
If you look closely, you will also see that there is no Z-compensation on the images. That would have been extremely difficult with this algorithm.
/Boogaloo - isokadded on the 2016-09-07 10:03:17
- demo Commodore 64 The Last Traktor 3 by Horizon
- Hehe, I knew those statements would come back and haunt me some day... :-)
Boogaloo/HZ
- rulezadded on the 2006-03-16 16:21:30
account created on the 2006-03-16 16:19:07