Welcome,
Guest
. Please
login
or
register
.
June 09, 2026
Home
Help
Search
Calendar
Login
Register
Dark Bit Factory & Gravity
»
PROGRAMMING
»
Other languages
»
Blitz
»
Perspectively corrected texture mapping (software rendered)[BB2D]
« previous
next »
Print
Pages:
1
[
2
]
Go Down
Author
Topic: Perspectively corrected texture mapping (software rendered)[BB2D] (Read 10422 times)
0 Members and 1 Guest are viewing this topic.
ninogenio
Pentium
Posts: 1668
Karma: 133
Re: Perspectively corrected texture mapping (software rendered)
«
Reply #20 on:
June 26, 2007 »
great! keep us up to date
Logged
Challenge Trophies Won:
Devils Child
C= 64
Posts: 66
Karma: 2
Re: Perspectively corrected texture mapping (software rendered)
«
Reply #21 on:
June 26, 2007 »
i implemented a z-buffer. the vgl user can now decide wether use zbuffer or wbuffer.
this formula above is from wikipedia. parts of this formula are calculated on the fly, parts of this formula are pre-calculated...
Logged
Print
Pages:
1
[
2
]
Go Up
« previous
next »
Dark Bit Factory & Gravity
»
PROGRAMMING
»
Other languages
»
Blitz
»
Perspectively corrected texture mapping (software rendered)[BB2D]