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Article #543Re: Game libraries...close
From: Christopher Phillips
Date: Mon, 10 Aug 1992 10:07
Date: Mon, 10 Aug 1992 10:07
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ptran@watserv1.uwaterloo.ca (Phat H Tran) writes: >There were no "round" walls in UW. Some may appear curved due to errors >(I'm not saying bugs, now) in the texture mapping algorithm. And it >doesn't really matter that most of the walls are perpendicular to one >another... the degrees of freedom allowed in the view meant that UW >couldn't use any of the simplifications used in Wolf3D. I still haven't >a clue what exactly perspective mapping is, and I don't really see a >need to coin a new term here. UW, in my opinion, meets the definition >of texture mapping... you have a bunch of walls in 3-space that you drap >bitmaps over. Wolf3d, OTOH, is a tough game to pigeon hole. It's not >true texture mapping because the walls themselves aren't planes in >3-space. It uses a bag of tricks to stretch bitmapped walls to a >vanishing point. Is this, then, perspective mapping? Just a special case of texture mapping. I agree that there is no need to bring in ambiguous and ill defined terms here. Mind you, you could try: TM: mapping textures onto objects. PM: Distorting a picture. bleargh. On second thoughts, lets just stick to TM :) -- Christopher Jam __________________________________________________ 'Another day, another try. But remember, SHOOT OR DIE!' -turrican phillips@swanee.ee.uwa.oz.au c64 forever!!!! ------------------------------------------------------------------
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!munnari.oz.au!uniwa!swanee.ee.uwa.oz.au!phillips From: phillips@swanee.ee.uwa.oz.au (Christopher Phillips) Subject: Re: Game libraries...close Message-ID: <phillips.713441221@infs4> Sender: news@swanee.ee.uwa.oz.au Organization: Elec Eng, Univ of Western Australia References: <1992Aug6.154951.57922@cc.usu.edu> <BsLs9v.8My@watserv1.uwaterloo.ca> <1992Aug7.095024.57941@cc.usu.edu> <BsnE67.9Cq@watserv1.uwaterloo.ca> Date: 10 Aug 92 10:07:01 GMT Lines: 30