> From: Ralph Versteegen <[email protected]> > Sent: Monday, June 06, 2011 3:11 AM > > 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
Cool. I was looking into stdint.h, per your suggestion, and found it isn't available on visual studio pre-2010. But I can find it later. > 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 :) I fixed some of those bugs in the version I'm working, but there's some elusive bugs. I still need to convert to floating point to see if that's the problem. _______________________________________________________ Unlimited Disk, Data Transfer, PHP/MySQL Domain Hosting http://www.doteasy.com _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
