PIXEL PLOTTING
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