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| Perspective Texture Mapping & Raycasting |
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Bram Bouwmans
Member #772
November 2000
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Hi, |
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axilmar
Member #1,204
April 2001
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raycasting = simulating light rays in a 3d environment(reflections, shadows, etc) you dont mean you need raycasting, do you ? All you need is simple texture mapping. Raycasting needs much more processing power, because light is reflected from a surface to another surface, creating all sorts of shadows and fx. |
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Bram Bouwmans
Member #772
November 2000
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Well... aren't you talking about raytracing instead of raycasting? |
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23yrold3yrold
Member #1,134
March 2001
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Quote: Well... aren't you talking about raytracing instead of raycasting?
I think he is -- |
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lambik
Member #899
January 2001
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MarioKart uses "mode 7" |
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axilmar
Member #1,204
April 2001
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Sorry my mistake(English is not my native language). Here is a tutorial about raycasting. You can use the current Allegro 3d and texture mapping routines for your game though. It would be much quicker than making a raycasting engine. [ January 25, 2002: Message edited by: achil ] |
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Bram Bouwmans
Member #772
November 2000
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Achil |
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23yrold3yrold
Member #1,134
March 2001
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s333654: Pixelate seems to be back up; the tutorial you wanna read (which even mentions SNES Mode 7; lucky you) isright here. -- |
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Zaphos
Member #1,468
August 2001
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IIRC raycasting is NOT mode 7, and you want mode 7, not raycasting. Look at the tutorial 23 posted.
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Bram Bouwmans
Member #772
November 2000
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Hi, The article in Pixelate seems pretty good, i'm currently reading it. Raycasting is not Mode 7, Mode 7 is just a name given to a specific screenmode or trick in the SNES. The article does refer to Mode 7 as being the "trick" to do the psuedo-3D, but it's not more than a given name. Thanks everyone, i think that with that article i might get on the right track. |
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