Jump to content
yami

polyon sprite

Recommended Posts

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

Share this post


Link to post
Share on other sites

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.

post-2099-0-75534900-1542608875.png

  • Like 1

Share this post


Link to post
Share on other sites

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 :)

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

 

In the fpolygon function or your code?

 

code splitting n-polygon to 4-polygons.

Edited by yami

Share this post


Link to post
Share on other sites

 

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

 

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...