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Article #480Re: Game libraries...close
From: sl8nl
Date: Fri, 07 Aug 1992 15:50
Date: Fri, 07 Aug 1992 15:50
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1425 bytes
> I tend to think that UW is all texture mapping since it makes none of > the simplifying assumptions that Wolf3d did. But I'm not quite sure > what the limitations of perspective mapping are, since it's still > a bastard term that's in need of a concrete definition. I know > that it's a subset of general texture mapping, but what doesn't it > include? I don't think a concrete definition has been set for it. The best (and one I use) is from DPaint II Enhanced. Their perspective mapping (not texture mapping, mind you) is not like what my routine did. Mine was simple, only handling one instance. Theirs handled any rotation angle on a perspective. Thus, that is where I believe perspective mapping came into play on UW. For instance, only few walls are actually rounded. The others are just rotated on an angle...thus allowing for "perspective mapping". Josh
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<1992Jul29.175920.57643@cc.usu.edu> <62430006@acf3.NYU.EDU> <1992Aug6.154951.57922@cc.usu.edu> <BsLs9v.8My@watserv1.uwaterloo.ca>Show Full Headers
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Path: arc1-ca.pugleaf.net!sparky!uunet!zephyr.ens.tek.com!uw-beaver!ubc-cs!destroyer!caen!sdd.hp.com!uakari.primate.wisc.edu!ames!agate!dog.ee.lbl.gov!hellgate.utah.edu!cc.usu.edu!sl8nl From: sl8nl@cc.usu.edu Newsgroups: rec.games.programmer Subject: Re: Game libraries...close Message-ID: <1992Aug7.095024.57941@cc.usu.edu> Date: 7 Aug 92 15:50:23 GMT References: <1992Jul29.175920.57643@cc.usu.edu> <62430006@acf3.NYU.EDU> <1992Aug6.154951.57922@cc.usu.edu> <BsLs9v.8My@watserv1.uwaterloo.ca> Organization: Utah State University Lines: 17