added texturing to my affine triangle rasterizer
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and now its gouraud shaded *and* textured
also it makes me happy when people tell me it's a fine triangle rasterizer because that's the name of the library :3 so thank you to everyone that did so
should i do the psx colored texturing thing where medium gray is treated as 1 and white is treated as 2? in other words instead of mapping rgb 0-255 to 0-1 it treats it as 0-2, so values over 128 make the texture channels brighter, while under 128 make it darker (and 128 stays the same)
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@halcy would you believe i have plans >_>
@eniko looking forward to it!
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should i do the psx colored texturing thing where medium gray is treated as 1 and white is treated as 2? in other words instead of mapping rgb 0-255 to 0-1 it treats it as 0-2, so values over 128 make the texture channels brighter, while under 128 make it darker (and 128 stays the same)
@eniko clearly you need to allow brighter and darker than displayable for global illumination calculations...

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and now its gouraud shaded *and* textured
also it makes me happy when people tell me it's a fine triangle rasterizer because that's the name of the library :3 so thank you to everyone that did so
@eniko@mastodon.gamedev.place That gives me Warhammer 40K vibes, ngl
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should i do the psx colored texturing thing where medium gray is treated as 1 and white is treated as 2? in other words instead of mapping rgb 0-255 to 0-1 it treats it as 0-2, so values over 128 make the texture channels brighter, while under 128 make it darker (and 128 stays the same)
@eniko You can do. But remember to do the dithering after the multiplication, not before like the early PSX!