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Z mapping math help plz!?

Started by March 12, 2002 08:36 PM
0 comments, last by sakky 22 years, 11 months ago
Ok, I''m trying to make a 3D-Engine. Like most of you herd me say before. The type I''m trying to make is on that like Nintendos F-Zero. I need to know what kind of math I should study for texture mapping to the Z-plane. I''v looked and searched for floor mapping tutorials but haven''t realy found any thang that could help me but this. I''v found that Mip mapping might be alot of help and Linear Algebra. I know nothing of these. Except mip mapping a little. So what I''m asking is a pointer on what type of mathmatics would help me out the best and were I could find a good tutorial for floor mapping and only floor mapping. I would think that is just like regulat texture mapping but vertical scan lines to the Z plane. So can any body help with some good advise. Thanx in advance
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For a simple floor mapping routine, you may as well use affine mapping... this means, have the texture in 2D and do an affine transform (squish it) to the shape you want it to be on the floor. This does generate certain artifacts... but if you view the ground from a fixed (vertical) angle... this will not be a problem. As you said... study linear algebra, in particular matricies will be useful. mipmapping is not necessary to start with, as it will only complicate things.

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