Article View: comp.graphics.algorithms
Article #62Re: Unusual texturing problem.. or is it?
From: Keith Bugeja
Date: Fri, 20 Sep 1996 00:00
Date: Fri, 20 Sep 1996 00:00
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1929 bytes
Lord Shaman wrote: > This game will be realease (if > ever) at a time P6s/K6s will be popular and therefore will have a tad > more power than your avarage computer today. Double precision floating > point is used everywhere so far, so no fixed point rubbish please. Double Precision Numbers? What Are You Doing Then, A Bean Compared To A Super Tank? And, yeah sure while we're at it, while don't you write a routine that calculates spacial values for each pixel of the texture map, eh? > (A lot of FAQs assume you're writing for a 386sx, which is NOT true.) > Quake's monsters use the method I just described. And no, John Carmack > doesn't want to tell me how he did it. > If you have ANY information, wether it is just some maths you saw once, > a URL, or a FAQ that is more practical than the comp.graphics.algorithms > FAQ, or a tutorial that has more than how to do a DOOM engine, please > email me. A book title is totally useless. > > thanx in advance . . . the Lord
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X-Google-Language: ENGLISH,ASCII-7-bit X-Google-Thread: 10f6aa,73fb089eb6a7dfd X-Google-Attributes: gid10f6aa,public X-Google-Thread: 109d8a,73fb089eb6a7dfd X-Google-Attributes: gid109d8a,public X-Google-Thread: 10d67e,73fb089eb6a7dfd X-Google-Attributes: gid10d67e,public X-Google-Thread: f9e32,73fb089eb6a7dfd X-Google-Attributes: gidf9e32,public X-Google-Thread: fdc2a,73fb089eb6a7dfd X-Google-Attributes: gidfdc2a,public From: Keith Bugeja <keith.bugeja@magnet.mt> Subject: Re: Unusual texturing problem.. or is it? Date: 1996/09/20 Message-ID: <3242BF5F.61E0@magnet.mt> X-Deja-AN: 184182700 references: <3235299D.489D@nlc.net.au> content-type: text/plain; charset=us-ascii organization: MSU mime-version: 1.0 newsgroups: comp.graphics.algorithms,comp.msdos.programmer,comp.os.msdos.programmer,aus.mathematics,sci.math x-mailer: Mozilla 2.0 (WinNT; I)