CompuServe Messages

PIXEL PLOTTING

    28-Jan-95 16:05:04
Sb: #45382-PIXEL PLOTTING
Fm: Peter Wade 100265,2740
To: Gary Chaney 74347,2625
The texture mapping algorithm that I have seen works by stepping through screen pixel positions and calculating which pixel in the bitmap should be plotted there. If you tried doing this directly from Amiga bitmaps you would either have transfer one bit from each bitplane for each pixel or do the whole texture map seperatly for each bitplane. I am working on an idea for a program that does simple "Wolfenstein" style displays using chunky pixel bitmaps for its input but writing the output directly to Amiga bitplanes. I got the idea from reading the source code for ACK which is available in the Games Development forum. This does all its texture mapping in vertical strips, so I intend to setup pointers to all of the bitplanes and setup bitmasks to set and clear the current bit positions in two data registers. It should then be a simple case of doing the texture map calculation and shifting each result once for each bitplane, either clearing of setting the plane depending on whether a 1 or a 0 falls off the end. So far I have not actually written any code so I don't know if this will run at a useable speed. I will be developing on a 33MHz 68030 with ECS, and probably also a 14MHz 68020 with AGA. Peter Wade Autopiloting from London, England