#irony of new location
13-Nov-94 20:27:16
Sb: #816-#irony of new location
Fm: Geoffrey S. Kane 74537,1220
To: Fred Trafton 73132,2456
Fred
> Actually, you only have to project the poly turnpoints on the screen,
right? From there on it's just Bresenham lines and fill algorithms, do
you agree? <
Yes, exactly, I fiqure the extra calcs on a few points (for aspect
adjustments) would be quicker than the slower pixel writes in Mode-X. Of
course if there are any very complex objects, things could slow down.
> Well, we could try to use the Wu line algorithms, they're supposed to be
quite a bit faster than Bresenham's, but I have never actually coded up
a Wu line algorithm. <
Wu??? Never heard of that one? Is it an optimized Bresenham's? Or a
completely new approach to line draws? My programming library is still fairly
small (but growing faster than I can afford <g>, and not as fast as I want 🙁
), next time I'm in town, I'll duck into Barnes & Noble, or if I'm in the
neighborhood I'll check out Border's (a local BIG book store).
> So what do you mean by studying the database? You mean the method you
use
for storing the polygon turnpoints? <
Right now I want to draw a 3D globe, for the moment I just want to
make it solid with light shading, eventually I'll map a random plasma
cloud onto it and make it a planet. The globe will be a series of
near-square facets. Since each vertex (except at the poles) with be
on four facets, AND I want to do my calculations only ONCE for each
of the vertices, I think vertices will be in one structure, and my
facets will simply index the proper vertices. I also want to take
advantage of the radial symetry of a sphere when calculating my
normals.
> You know, it's occurred to me that you could build ANYTHING out of
triangles, so it may be better to work on an engine thet ONLY draws fast
triangles. <
I had been thinking of this myself as well, the other advantage to triangles is
that they are always triangles no matter how they're rotated in 3 space (except
on edge, where they become lines), as opposed to squares, which become
trapesoids. This means that you can build a triangle engine which would work
in all situations. I'm just wondering how efficient it would be to break down
everything into triangles. Whatever speed is gained with efficient triangles
might be lost with all the extra overhead or having more (although simpler)
facets.
Jeff
P.S. Once I get some code I'll send it. I'll most likely start with
Denthor's 3D stuff from TUTs 8, 9 & 14 as a foundation, and then
tweak it. I'll try and make my code not too dependant on his stuff,
I just want to test my ideas (and structures) before I re-invent the
wheel on the 3D stuff.
P.P.S. How's your "water" stuff coming along. I used to be a chem major, so if
you need any reference materials (I have a CRC among other things) let
me
know.
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