> 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.



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