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<0> Don't worry, you'll find someone who likes you one day <0> (and after one day he won't like you anymore) <1> Haha, I just can't with you. <2> I like Ashe. He makes me look better by comparison. <1> Hahaha <1> Seen on a button at an SF Convention: <1> Veteran of the Bermuda Triangle Expeditionary Force. 1990-1951. <0> Heheh <3> hi <1> Hello Int3 <1> This sentence does in fact not have the property it claims not to have. <0> You sound extremely bored <3> hi _exe <1> Haha, yeah. <1> "I'll be Bach." -- Johann Sebastian Schwarzenegger <0> O_o'
<1> If "con" is the opposite of "pro", then what is the opposite of progress? <3> congress <4> Nice one, exe. <0> You're so smart Int3 <0> I couldn't find the answer <1> (Halley's comment.) <1> UGH <1> /* Halley */ <1> The last good thing written in C was Franz Schubert's Symphony #9. <5> has anyone here done 3d texture mapping in software ? <6> of course <6> but there are plenty of texts about it on the net <0> Usually with a copyright from 1992 <5> indeed <0> But TCA can probably help you <0> He made some software graphics lib <6> 92 ? <5> the only question i have for right now is: you've got vertices that have z coordinates, and thats all well and good, but how should you get z coordinates for all of the pixels within the polygon <5> for the z-buffer <0> Scan lines? <5> seems to me like lots of interpolating <6> i think it is <5> apparently you'd have to line draw between each vertex, getting z coords for each pixel on the edge, and then interpolate each of those scanlines for every pixel <5> i was hoping there would be a simpler way to go about it <0> If you can draw to the framebuffer, I'm not sure why it's difficult to write to the z-buffer <0> You just put the depth instead of the color <5> yes but you have to find the exact z of each pixel within each polygon <6> and ? <0> Sounds right <5> this is all stuff i just ***umed, so i'm not sure if its really done that way; thats why i asked <6> just do it work then optimise :) <0> It's easy to optimize, just throw away the rendering part of the code and use OpenGL or D3D instead <6> lol <5> yeah, but thats not challenging <0> Rendering that much low level represents like 2% of your app once you add all the other stuff <0> So there are many other challenging things <6> it is challenging just for initializing d3d ! <5> you're right, but i'm just determined to make a software renderer <0> Yes, it's at least 3 lines <5> its pretty good so far <5> although i do have to use sdl to write to the framebuffer portably <5> but i also wrote a bmp outputter that eliminates that :) <5> i've got wireframe with wasd movement and mouselook so far <6> http://www.flipcode.com/articles/index.shtml <5> have flat shading functions written, but the z-buffering needs to be implemented. after that, i'll have hard drivin' <0> movement and mouselook shouldn't be part of a software renderer <0> :p <0> Unless you mean just having transformations <5> well it transforms from object to world to camera to screen <5> and the fps input moves the camera <0> You have a camera space? <5> yes <0> Usually it's world model view <0> And modelview together, most of the time <5> thats opengl speak :) <5> im essentially writing my own opengl w/o hardware acceleration <5> but.. not quite; not even close <5> Ashe what is this screenshot <5> .. as far as i can tell every 3d engine has an object, world, and camera space, and some have sub-object spaces <5> although you can obviously just place vertices anywhere in any space <0> static3d_: just some project I have
<5> but the important thing out of all of this: if i had never tried this project, i would have never know how 3d *really* works <0> The more you have spaces, the slower it's likely to be <0> Because of all the matrix stuff <0> If you merge spaces, it's faster <5> yes matrix transformations are very slow <0> They can be easily boosted with some SIMD stuff <5> indeed <0> But that's for the optimization part and <0> [20:13.33] <@edcba> just do it work then optimise :) <5> righto; get it done first <5> you know you've been programming too much when you end all of your sentences with semicolons :P <5> i always thought 3d programming was some black magic voodoo that would be way too overwhelming to try, but it's not <5> and its very satisfying to see it work :D <0> You're doing the basic stuff though <5> you're right, but i'm learning as i'm going <5> you gotta start somewhere <0> Just saying it gets more complex later <5> oh yeah with texturing, lighting, shading <0> Nah, that's still the basic stuff <5> well i'm not gonna write the doom3 engine by myself as a first project <0> What you're doing is a layer below a 3D engine anyway <0> What you might want to do is give it functions with the same name as the GL ones <0> So you can try to compile code that'll work with it <5> i liken it much more to a modelling program's renderer <0> What? <5> i mean its obviously not gonna be realtime if i keep adding stuff to it all in software, but thats my intention <0> Should be doable <5> i just want to get a grip on how it all really works <0> Especially if you multithread it <5> a lot of the old timers in like efnet #gamdev praise my determination :) <5> because people just jump right into d3d/gl without knowing whats really going on <5> and thats all good, but just not how i want to go about it <0> People in efnet's #gamedev know nothing, so you shouldn't be too proud of that ;) <0> And it's even worse in #opengl <5> well wouldn't you agree that someone that can write a soft renderer from scratch has an advantage over someone who just knows how to use opengl <0> Maybe for the first 5 hours <0> I'm not saying it's bad to do it, I'm just saying people from #gamedev are clueless <0> They wouldn't be able to write a software renderer, nor to use OpenGL properly <5> yes i wish there was a channel dedicated to just graphics programming <0> Or at least a channel with competent people <0> Just check gamedev.net's forum, 99% of the people there are just kids making ugly software <5> well there are some people in there who apparently work for GD companies <0> And 0.5% are people looking for programmers to make a game that they designed <0> Yes, the 0.5% left <0> You should subscribe to gdalgorithms and such <0> There are real programmers from real gd companies there <5> i just like to improve my overall coding skill and knowledge, whether it seems to other people what i'm doing is useless <0> (it looks like you don't read half of what I type) <5> ? <6> maybe he is right :) <5> i habitually reinvent the wheel, because i want to know exactly how that wheel works <0> edcba: looks like he's not reading you either <5> maybe i got some packet loss or something ?? <5> what're you saying <6> irc is tcp <5> you apparently are trying to make a point? please just state it because i guess im not picking up <7> he's all send() and no recv() <5> you said not to listen to people in #gamedev, i got that <5> and to listen to people on gdalgorithms <0> nijz: heheh <5> wtf you talking about im all recv <5> err send <5> i also saw the gl function names thing, yes thats a good idea <0> That's what Mesa did, I guess <5> so you think i should do something useful <0> Why not <0> It'd make it easier for you to test it too <5> i guess its just coding practice for me and i wouldn't be confident enough in it for it to become a serious release <0> Doesn't mean you're forced to release it <5> yes but in that case, why not just do whatever the hell i want <0> Because you can't use programs others made to test it? <5> thats something i never thought about i guess <0> It's not like I've been saying that for the past 10 lines <7> lol
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