On 5 June 2011 04:51, Ralph Versteegen <[email protected]> wrote:
> On 5 June 2011 04:22, Ralph Versteegen <[email protected]> wrote:
>> On 5 June 2011 04:08, Jay Tennant <[email protected]> wrote:
>>>> From: [email protected]
>>>> Sent: Saturday, June 04, 2011 8:05 AM
>>>>
>>>> jay
>>>> 2011-06-04 06:05:10 -0700 (Sat, 04 Jun 2011)
>>>> 119
>>>> Fixed some graphical artifacts. There's one known left: a problem in the 
>>>> clipping interpolation of texture coordinates.
>>>> ---
>>>> U   wip/rasterizer.cpp
>>>
>>> Eh. Turns out it's a problem elsewhere... but I have no idea where.
>>> I think it'd be better if I converted to floating point everywhere
>>> and slowly converted sections back until I see where it's failing.
>>> For all I know, it could be completely unrelated to the precision
>>> of the fixed point integers.
>>>
>>> Does that seem like a good approach?
>>
>> So it is a problem with the fixed point arithmetic? Have you tried
>> modifying FPint to use a double internally?
>>
>
> By the way, I'd like to make the code portable (at least compilable by
> gcc) but I need to wait until you tell me you're not working on it. In
> particular, I'll switch to stdint.h (eg. int32_t instead of __int32)
> so it'll be a pretty big change.
>

I spent some time playing around with this. Lots of fun. I added a
wrapper function for drawing rotated+scaled Frames (wrappers are
needed anyway since FB can't call the QuadRasterizer methods), and a
test menu in Custom to try it out (via the testing menu accessed by
typing 'spam' at the toplevel editing menu). However rasterizer.cpp,
matrixMath.cpp, rasterizer_wrap.cpp are only linked if you compile
with "scons raster=1". This way you don't have to worry about breaking
builds if you break my wrapper or gcc support.

I've committed to SVN everything except my patch to fix the
Visual-C++-isms in the code. That patch is here for anyone who wants
to take a look:
https://gitorious.org/~tmc/ohrrpgce-svn/tmc/commit/3f4b6a3270bbeebb695433ce5cfc929127ba2563

At some point I'll add support for Visual-C++ to the SConscript. Until
then you'll need mingw to build and try it out, so here's a
screenshot:
http://dl.dropbox.com/u/16291524/quad0.png

Aside from the obvious graphic bugs (and I also notice that sometimes
a line is drawn to the left edge of the screen from the top edge of
the quad) I totally forgot about the problem of making triangles in a
mesh line up perfectly! Good luck with that! The matrix code seems to
work fine, and I didn't manage to make it crash :)
_______________________________________________
Ohrrpgce mailing list
[email protected]
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org

Reply via email to