Hi, thanks for the reply`s all.
@ Joe : with the shaders ?, do i need to program shader language or asm ?
If i go change vertex colors, and dont add lighting in the vertices, is it the same as with default pipeline ?, very intresting btw.
Is HSR an array with a bit for each pixel ?, sounds logical, if there is enough memory, i dont understand how else you can do that.
@xycsiscys : sounds intresing that you can use collision detection also with bsp, is it very different then the checkintersect function from directx ?
What i also dont understand about the doom rendering, dont it takes a lot of math functions ?, i guess not since it was playable on 486 computers.
Dont you need at least sinus and cosinus for the rotation ?
So i made this win32 app showing a square with a line, if i make it bigger or smaller it looks like it is going further or closer,
how do i implement Z position without heavey math ?,
and what about rotating the camera ( i,m not rotating the square yet, need the positioning first ).
Ofcourse i also need to rotate the square, how would i do all that without calling math functions ?
thanks
Just now, the incredible smoker said:
Hi, thanks for the reply`s all.
@ Joe : with the shaders ?, do i need to program shader language or asm ?
If i go change vertex colors, and dont add lighting in the vertices, is it the same as with default pipeline ?, very intresting btw.
Is HSR an array with a bit for each pixel ?, sounds logical, if there is enough memory, i dont understand how else you can do that.
@xycsiscys : sounds intresing that you can use collision detection also with bsp, is it very different then the checkintersect function from directx ?
What i also dont understand about the doom rendering, dont it takes a lot of math functions ?, i guess not since it was playable on 486 computers.
Dont you need at least sinus and cosinus for the rotation ?
So i made this win32 app showing a square with a line, if i make it bigger or smaller it looks like it is going further or closer,
how do i implement Z position without heavey math ?, so that it would be correct.
and what about rotating the camera ( i,m not rotating the square yet, need the positioning first ).
Ofcourse i also need to rotate the square, how would i do all that without calling math functions ?
thanks