3 ms·
Interestingly, even the depth buffer is wrong if you interpolate Z linearly, but it's such a subtle effect, it's almost imperceptible. IIRC games back then als
by ggambetta 5y ago
Interestingly, even the depth buffer is wrong if you interpolate Z linearly, but it's such a subtle effect, it's almost imperceptible.
IIRC games back then also used to do perspective-correct interpolation every 8 or 16 pixels, and linearly in between, which is a good compromise (you always have to interpolate U and V, what they wanted to avoid was the division, which is more expensive).
I've written about this here, https://gabrielgambetta.com/computer-graphics-from-scratch/12-hidden-surface-removal.html#why-1z-instead-of-z https://gabrielgambetta.com/computer-graphics-from-scratch/1..., including some detailed examples of how the math works. Very fun topic :)
- kingcharles 5y agoGod, your statement about the zbuffer is true too, and as you say it was too imperceptible to notice - though if I'd looked carefully there would surely have been some strange effects where polygons intersected. I didn't even think about the zbuffer and the shading when I wrote my engine - I was too preoccupied by the weirdness of the textures.
- kingcharles 5y agoAlso, please can you mail a copy of your book back to 1988 for me. Thanks.