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Submitted by Jean-Francois Dube, posted on January 06, 2001




Image Description, by Jean-Francois Dube



Hi, this is a little software engine I did in my vacation week (entirly from scratch). Here are the software rasterizer features:
  • subpixel and subtexel accuracy
  • perspective correct texture mapping (every 16 pixels)
  • linear rgba vertex color interpolation
  • environment bump mapping ŕ la G400 & use the same bumpmap format (DUDV88).
  • You can download the demos at http://pages.infinit.net/deks2000. To run bumptest your desktop must be in 16 bits, and to run bumptest2 your desktop must be in 32 bits.

    Enjoy.


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    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    MC BAXTON

    January 08, 2001, 09:50 AM

    Why Unreal is not interesting for me ?

     
    Jean-Michel Hervé

    January 08, 2001, 10:14 AM

    Cool SW effect, remembers me of my old software engine :) I loved to do SW rendering, and I included all those stuff (EMBM, bilinear, ZBuffer, etc., not all at the same time preferably, otherwise that was slow like hell :) ).

    Now I really enjoy using 3D hardware, because there's so much things to do with it... I really understand the need of working on SW rendering to understand the underlying mechanic, but for the final player I think that software rendering is just no more useable on PC platform... PLayers want kicking ass framerate with great looking graphisms, and so I believe that HW is the best way to achieve that. SW can be used for some specific platforms of course... happily :)

    Anyway, cool looking picture :)

     
    DirtyPunk

    January 08, 2001, 10:41 PM

    Sorry, my bad - I was referring to his first post.

    He's like a badass.

     
    Johnny Svensson

    February 14, 2001, 08:59 AM

    Heaven 7 is realtime raytracing yes, BUT! only the edges/shadows are raytraced, everything else is texturemapped. (Atleast that's what it looks like)

     
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