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		<title>Perspective Texture Mapping &amp; Raycasting</title>
		<link>http://www.allegro.cc/forums/view/168305</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Sat, 26 Jan 2002 18:15:00 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hi,<br />I was trying to make a simple Mariokart clone and while searching for documentation i found out that it has something to do with perspective texture mapping (which seems to be used in raycasting).<br />The idea is to have a 2D bitmap of the racingfield and then project that in &quot;3D&quot;, so it looks as if you&#39;re racing in 3D.<br />I have been searching for tutorials but haven&#39;t found really good ones. If someone could point me to a good tutorial or explain it to me, i would be thanksful.<br />THanks in advance,<br />Bram
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		<author>no-reply@allegro.cc (Bram Bouwmans)</author>
		<pubDate>Fri, 25 Jan 2002 16:33:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>raycasting = simulating light rays in a 3d environment(reflections, shadows, etc)<br />perspective correction = without it, textures look broken up close (see any playstation game for examples)<br /> quote:<br />The idea is to have a 2D bitmap of the racingfield and then project that in &quot;3D&quot;</p><p>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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		<author>no-reply@allegro.cc (axilmar)</author>
		<pubDate>Fri, 25 Jan 2002 17:18:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Well... aren&#39;t you talking about raytracing instead of raycasting?<br />So, i would need simple texturemapping? All the articles i could find that looked liked Mariokart were talking about raycasting and texturemapping. Mariokart does looks like a raycaster (wolfenstein), but with a textured floor and without walls and ceiling  .<br />Any ideas?
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		<author>no-reply@allegro.cc (Bram Bouwmans)</author>
		<pubDate>Fri, 25 Jan 2002 17:46:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>Well... aren&#39;t you talking about raytracing instead of raycasting?</p></div></div><p>
I think he is  <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> There&#39;s a good article on doing exactly this in Pixelate issue 5 (Sin and Cos: the Programmer&#39;s Pals!), but the site seems to be down.
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		<author>no-reply@allegro.cc (23yrold3yrold)</author>
		<pubDate>Fri, 25 Jan 2002 18:22:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>MarioKart uses &quot;mode 7&quot; <br />Amarilion wrote an article about it in one of the Pixelates. I cannot check it for you right now because the Pixelate site seems to be down. If memory serves me right it was called &#39;sin and cos&#39;<br />(edit) heh, 23 beat me to it. I didn&#39;t know that phonecall lasted that long :-)<br />[ January 25, 2002: Message edited by: lambik ]
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		<author>no-reply@allegro.cc (lambik)</author>
		<pubDate>Fri, 25 Jan 2002 19:05:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Sorry my mistake(English is not my native language). Here is a <a href="http://www.sbdev.pwp.blueyonder.co.uk/tutorials/ray.htm">tutorial</a> about raycasting.</p><p>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.</p><p>[ January 25, 2002: Message edited by: achil ]
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		<author>no-reply@allegro.cc (axilmar)</author>
		<pubDate>Fri, 25 Jan 2002 20:26:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Achil<br />Hmm, using Allegro&#39;s functions sounds good too. It&#39;s just that i have extremely little knowledge on the entire 3d-thingy and i would like to read a bit more about it.<br />I&#39;m kinda confused about a lot of things, therefore i requested the articles  .<br />I just tried to find some of the Allegro functions, but i have no idea on which to use. I think i&#39;d better read a bit more first  .
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		<author>no-reply@allegro.cc (Bram Bouwmans)</author>
		<pubDate>Fri, 25 Jan 2002 23:06:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>s333654: Pixelate seems to be back up; the tutorial you wanna read (which even mentions SNES Mode 7; lucky you) is<a href="http://echellon.hybd.net/issues/5/articles/circle/sincos.htm">right here</a>.
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		<author>no-reply@allegro.cc (23yrold3yrold)</author>
		<pubDate>Sat, 26 Jan 2002 02:26:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>IIRC raycasting is NOT mode 7, and you want mode 7, not raycasting.  Look at the tutorial 23 posted.
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		<author>no-reply@allegro.cc (Zaphos)</author>
		<pubDate>Sat, 26 Jan 2002 03:48:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hi,</p><p>The article in Pixelate seems pretty good, i&#39;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 &quot;trick&quot; to do the psuedo-3D, but it&#39;s not more than a given name.</p><p>Thanks everyone, i think that with that article i might get on the right track.
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		<author>no-reply@allegro.cc (Bram Bouwmans)</author>
		<pubDate>Sat, 26 Jan 2002 18:15:00 +0000</pubDate>
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