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Thread: Iris v0.1 now up !!

                  
   
  1. #31
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    its cool. It does not hurt to ask and it does not hurt to answer.

    Now I will tell you what does hurt. Writing code to clip polygons to the view frustrum without being an overly bloated P.O.S.

  2. #32
    PSP Coder McZonk's Avatar
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    Talking

    Do it like I did in the Q2 Beta. Fake the clipping

    Just don't clear the color buffer. Sure it makes some errors but it don't look so bad as black parts of the screen

    I have written a fast convex polygon frustum clipper. I will release it soon.

  3. #33
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    Quote Originally Posted by McZonk
    Do it like I did in the Q2 Beta. Fake the clipping

    Just don't clear the color buffer. Sure it makes some errors but it don't look so bad as black parts of the screen

    I have written a fast convex polygon frustum clipper. I will release it soon.
    Screw that. I'm going for real clipping algorithim. I also noticed your cheap trick in quake 2

    I need it since quake 3 surfaces are pretty damn large on the whole so it's best to do it the right way then to sub divide like crazy guessing till you get it small enough.

  4. #34
    PSP Coder McZonk's Avatar
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    In Q2 a subdived all polygons into triangles and every triangle into 4 smaller once. That results in the same problem as you have. I just added the colorbuffer hack for a quiet better look not as a feature.

    I now have a real frustum clipping which is much faster than the stupid subdivide because i can still draw a complete polygon with triangl _fan. But for the first beta the color buffer hack was a good idea because you don't notice the errors in normal gameplay

  5. #35
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    Quote Originally Posted by McZonk
    In Q2 a subdived all polygons into triangles and every triangle into 4 smaller once. That results in the same problem as you have. I just added the colorbuffer hack for a quiet better look not as a feature.

    I now have a real frustum clipping which is much faster than the stupid subdivide because i can still draw a complete polygon with triangl _fan. But for the first beta the color buffer hack was a good idea because you don't notice the errors in normal gameplay
    Yep, Actualy for us we just had the maper make a map with very very small polygons.

    I'm trying to get my clipping working but it's hard when you cant debug (so currently testing out in my win32 work enviroment to see what the bug is).

  6. #36
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    Hey guess what. I finaly got Surface/Polygon clipping working. I just need to do a few things, clip the u.v cordinates, & properly add it into the pipeline (so it clips once and can be rendered multiple times for multitexturing & lightmaps.

    FYI, Everything grey is being clipped.

  7. #37
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    Few more things. I have added in the uv adjustments so texturing is good now. I just have to fix colors.

    Also sadly we lost in the dcemu compo but oh well. We will always keep chugging along & congrats to mrzonk for his well deserved win.

  8. #38
    PSP User GizmoSan's Avatar
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    make me a list of textures you need or email me the list.

  9. #39
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    Quote Originally Posted by PSmonkey
    Also sadly we lost in the dcemu compo but oh well. We will always keep chugging along & congrats to mrzonk for his well deserved win.
    We lost?!?...don't be so negative, we came second, by one point! Thats not too bad, considering we were up against a port of a popular commercial product!

    Cheers,
    Fox
    I reject your reality and substitute my own!

  10. #40

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    I still dont see how you guys lost. Iris should have had the compo win easy, I thought

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