Hi Dushan,

A1: Finding shared edges is more complex than just doing the setup twice.

A2: If you have a 1-bit error and blend (multiply) three transparent
surfaces then this results in a 3-bit error which means very bad banding
effects (like  going from 24-bit to 15-bit color depth). Correct rounding
and dithering can correct most of that.

A3: LOD is short for Level Of Detail. It is used for mipmapping: Pixels on
far away triangles need lower detail textures to avoid aliasing (shimmering)
effects.

Good luck with your exams!

Nicolas

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dusan Colic
Sent: maandag 31 januari 2005 5:53
To: [email protected]
Subject: [Open-graphics] Few rasterizing questions

   Just to note that I'm not a programer but just familiar with 3D-2D
transformations. Also I've read source and outline you posted.

Q1: Do triangles share sides (have same edge)?  If it is true then all
computation  with  X and Y coordinates  is doubled (minimaly). Why
don't we round up X & Y on the start for every vertice that is shared
between triangles (eg 100 packed triangles have 300 points but only
approx. 100 different ones because they touch each other). Now every
triangle is adjacent to next one and there is no progressive summing
error. Then we calculate rounded Xd and Yd =Yb. And it's easy to check
if Ya=Yb or Yb=Yc for already flat bottomed(top) triangles.
Other calculations in render.c can stay the same and we make a very small
error.

Q2: Is adjusting of A,R,G,B,U,V,LOD,F (after rounding) necesary?
Rounding error is about X1-X1f~1/(225) right? I gathered that they
have to be enlarged by +0.5, but X1-X1f is so small. Oh and why color
information has to be +0.5?

Q3: What is LOD?

Sorry if I've missed something obvious but my exams are killing me.

Best of luck with the project

Dushan
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