added texturing to my affine triangle rasterizer
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added texturing to my affine triangle rasterizer
@eniko truly a fine rasterizer
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making a triangle rasterizer is a lot like programming language development. you make a few building blocks and then you're like "theoretically, using this, i could make *anything*"
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
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undefined oblomov@sociale.network shared this topic
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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 everything in place to pull out env map reflections as a fun party trick
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@eniko everything in place to pull out env map reflections as a fun party trick
@halcy would you believe i have plans >_>
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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!
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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)
okay yeah this is way better
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@eniko You can do. But remember to do the dithering after the multiplication, not before like the early PSX!
@TomF oh nooooo XD
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added texturing to my affine triangle rasterizer
@eniko series of words your grandpa lets out when he stubs his toe
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added texturing to my affine triangle rasterizer
@eniko This would have fucked in games like the Gabriel Knight series.