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#1 yami OFFLINE  

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Posted Sun Nov 18, 2018 4:13 PM

Is there a better polygone routine available?

 

the right side of the polygones always look very strange.

 

Attached File  polytest.zip   360.36KB   38 downloads



#2 42bs OFFLINE  

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Posted Sun Nov 18, 2018 4:23 PM

Is there a better polygone routine available?

 

the right side of the polygones always look very strange.

 

attachicon.gifpolytest.zi

Did you try it on a real Lynx? The handy (based) emulators have some problems with the tilted/stretched sprites.

 

The BLL routines (if you use these) use tilt and stretch and there are of can be rounding errors.

 

Anyway: Great stuff!


Edited by 42bs, Sun Nov 18, 2018 4:23 PM.


#3 karri OFFLINE  

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Posted Mon Nov 19, 2018 12:28 AM

The right edge is always terrible. In "Shaken, not stirred" I draw the polygons from left to right. The next road polygon cleans up the rubbish from the previous draw. The last polygon is drawn in earth skin colour.

Screenshot from 2018-09-17 10-45-10.png



#4 karri OFFLINE  

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Posted Mon Nov 19, 2018 12:34 AM

Your demo is really impressive. Great work.



#5 Turbo Laser Lynx OFFLINE  

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Posted Mon Nov 19, 2018 2:01 AM

Wow, impressive stuff, never seen anything quite like it on the Lynx. :thumbsup: It seems the Lynx can pull of 'Wipeout 2097' :)


Edited by Turbo Laser Lynx, Mon Nov 19, 2018 2:01 AM.


#6 sage OFFLINE  

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Posted Mon Nov 19, 2018 2:42 AM

hmm have seen that animation before ... a oxygene stnicc demo remake on the lynx?



#7 Cyprian_K OFFLINE  

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Posted Mon Nov 19, 2018 9:34 AM

Is there a better polygone routine available?

 

the right side of the polygones always look very strange.

 

attachicon.gifpolytest.zip

 

Looks promising.

Would be cool to have also other Leonard's demo converted to the Lynx: http://www.pouet.net...d.php?which=108



#8 enthusi OFFLINE  

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Posted Mon Nov 19, 2018 9:41 AM

I'd rather see this one polished :)

The point of the demo was the 'challenge' to have it run on as many systems as feasible.

The Lynx version even at this stage really doesn't have to hide! Well done :)



#9 Ninjabba OFFLINE  

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Posted Mon Nov 19, 2018 10:45 AM

Enjoyed this through retroarch on my phone, really impressive work! 



#10 yami OFFLINE  

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Posted Mon Nov 19, 2018 3:05 PM

Thank you.

sorry for the stupid bug in the polyfiller.

 

now it is fixed and look much better. Attached File  polytest.zip   360.37KB   44 downloads



#11 enthusi OFFLINE  

enthusi

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Posted Tue Nov 20, 2018 4:43 AM

Awww, this looks beautyful now :)

I dig the part before it restarts, hehe.



#12 Cyprian_K OFFLINE  

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Posted Tue Nov 20, 2018 5:10 AM

nice



#13 42bs OFFLINE  

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Posted Tue Nov 20, 2018 5:14 AM

Thank you.

sorry for the stupid bug in the polyfiller.

 

now it is fixed and look much better. attachicon.gifpolytest.zip

 

In the fpolygon function or your code?



#14 yami OFFLINE  

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Posted Tue Nov 20, 2018 5:33 AM

 

In the fpolygon function or your code?

 

code splitting n-polygon to 4-polygons.


Edited by yami, Tue Nov 20, 2018 5:34 AM.


#15 42bs OFFLINE  

42bs

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Posted Tue Nov 20, 2018 11:20 AM

 

code splitting n-polygon to 4-polygons.

 

Ok. Sounds somehow strange to me to split it up in quadrangles instead directly in triangles. Why this? Back face culling?

Wouldn't it be faster to store the triangle mesh instead of splitting up?


Edited by 42bs, Tue Nov 20, 2018 11:21 AM.


#16 yami OFFLINE  

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Posted Wed Nov 21, 2018 6:39 AM

rules.

dont alter the original date file.

 

 

Ok. Sounds somehow strange to me to split it up in quadrangles instead directly in triangles. Why this? Back face culling?

Wouldn't it be faster to store the triangle mesh instead of splitting up?

 

fpoly from bll kit handles 4-polygones.



#17 42bs OFFLINE  

42bs

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Posted Wed Nov 21, 2018 7:05 AM

what a shame, I don't know my own code :(



#18 karri OFFLINE  

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Posted Wed Nov 21, 2018 8:27 AM

what a shame, I don't know my own code icon_sad.gif

LOL ;)



#19 sage OFFLINE  

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Posted Wed Nov 21, 2018 9:38 AM

I guess it has been a while since you wrote it ;-)

 

what a shame, I don't know my own code :(



#20 Heaven/TQA ONLINE  

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Posted Sat Nov 24, 2018 6:42 PM

Btw we always wondered where that edge jittering is coming from btw?

#21 Heaven/TQA ONLINE  

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Posted Sat Nov 24, 2018 6:49 PM

 
Ok. Sounds somehow strange to me to split it up in quadrangles instead directly in triangles. Why this? Back face culling?
Wouldn't it be faster to store the triangle mesh instead of splitting up?


Polygons can have up to 15 vertices.

See our description at www.arsantica-online.com in the stccc section.

#22 sirlynxalot OFFLINE  

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Posted Sat Nov 24, 2018 7:25 PM

Wow this was amazing. Reminded me of Rez for the dreamcast/PS2.



#23 sage OFFLINE  

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Posted Sun Nov 25, 2018 1:33 AM

Btw we always wondered where that edge jittering is coming from btw?

 

The x-position is updated with a fractional number and the width is updated with a fractional number (dictated by hardware). normally, one would update x1 and x2 and loop from x1 to x2.



#24 Heaven/TQA ONLINE  

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Posted Sun Nov 25, 2018 1:42 AM

But can that not be altered or optimised with Suzy prestep settings? I have here an example at home some C64 guy did based on handy c source.

#25 sage OFFLINE  

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Posted Sun Nov 25, 2018 3:54 AM

nope.

Just consider the left side of a triangle /\ is having a pixel step left each 5 lines and the right side have one each 7 lines. then the length must change each 5 AND 7 lines. This can not be done with just an adder.

(and by two pix each 35 line)


Edited by sage, Sun Nov 25, 2018 4:39 AM.





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