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I don't think I ever came across fatmap2.txt, but I do miss the good ol' times. I think my reference was 3DGPL, unfortunately can't find a live link to that. T
by ggambetta 2y ago
I don't think I ever came across fatmap2.txt, but I do miss the good ol' times. I think my reference was 3DGPL, unfortunately can't find a live link to that.
Took a quick look at fatmap2 and surprisingly it doesn't do perspective-correct texture mapping (although it points to some other document in the introduction).
- magicalhippo 2y ago> I think my reference was 3DGPL, unfortunately can't find a live link to that. This one[1], code being here[2]? > surprisingly it doesn't do perspective-correct texture mapping Yeah it was covered in some other document, can't recall which. I have some memory of fatmap3, but I can't find any references to it, and any files I had were on my IBM Deathstar[3]... [1]: https://www.gamers.org/dEngine/rsc/ https://www.gamers.org/dEngine/rsc/ [2]: https://www.gamers.org/dEngine/rsc/3dgpl/code/ https://www.gamers.org/dEngine/rsc/3dgpl/code/ [3]: https://en.wikipedia.org/wiki/Deskstar#IBM_Deskstar_75GXP_failures https://en.wikipedia.org/wiki/Deskstar#IBM_Deskstar_75GXP_fa...
- Agingcoder 2y agoPerspective correct texture mapping was too expensive for the hardware available at fatmap time I think ? Edit: it was actually possible at the time.
- magicalhippo 2y agoIt was but it was borderline. A typical trick was to do the division at the start and end of a span, and interpolate linearly, rather than per pixel. This worked well enough if the triangle was seen fairly straight on and was not too large. Quake popularized the per-8 pixels technique, which is close enough in most cases.
- Agingcoder 2y agoAh yes indeed !I had forgotten about the quake trick. Thanks !