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Old 03-26-2004, 01:31 AM   #1
DmEditor
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Software Rendering School, Part III: Triangle Rasterization
Authors: Mihail Ivanchev, Hans Thörnquist, and Anubis
Description: The third part of the series discusses one of the most important basics of the computer graphics: triangle rasterization.
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Old 03-26-2004, 05:53 AM   #2
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why me ??? i didn't do anything
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Old 03-26-2004, 08:03 AM   #3
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rastericing is important? how so?
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Old 03-26-2004, 09:20 AM   #4
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anubis: Mihail in his article told me to add your name. Do you want me to remove it?
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Old 03-26-2004, 10:07 AM   #5
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nono, it's fine. i gave him some advice but i didn't expect to be mentioned
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Old 03-27-2004, 02:09 AM   #6
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It's like so:

If something goes wrong - IT"S ANIBIS'ES FAULT!!!!

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Old 03-27-2004, 03:16 AM   #7
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now i see from which direction the wind is blowing here...
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Old 03-28-2004, 05:09 AM   #8
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Quote:
Originally Posted by davepermen
rastericing is important? how so?
because the article says so :P

By the way, are you the same davepermen that's active on the gamedev.net graphics forum?

Also, nice job on the articles Mihail (and apparently Anubis now too). About how far do you plan on taking this series?
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Old 03-28-2004, 06:22 AM   #9
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yes he is (sorry for answering for you )
btw, i'm not at all involved in this. i merley crossread the article
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Old 04-04-2004, 07:02 PM   #10
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With two modifications to the makefile, it compiles fine on Linux

change:

LIBS = -lmingw32 -lSDLmain -lSDL
to
LIBS = -lSDLmain -lSDL

and

LFLAGS = -mconsole $(LIBDIRS)
to
LFLAGS = $(LIBDIRS)

then type make, and after that's done, type ./demo.exe
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Old 04-05-2004, 02:43 AM   #11
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yes, i am
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Old 04-06-2004, 07:56 AM   #12
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bladder: thanks d00d. well we (i and whoever else) are planning to take the articles maybe to the full construction of an indoor engine (that is supposed to be the last one). Of course it will have cool things as light maps and etc.

luke: thanks d00d. i'm with a new installed Linux (gentoo) and was trying to compile it myself without luck! but now it works fine!

Just as a quick info... these articles are just basic stuff. We simply show the minimal stuff one needs to create 3D. If you want to learn more i recommend to buy a book or somethin'.

P.S.

I'm sure glad the stuff run on Linux too. Just remember: if the stuff refuse to run on Solaris - go blaim Anubis!

There i washed my hands.... now i can die happy! ;7
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Old 04-07-2004, 04:00 AM   #13
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you are walking on thin ice my man
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Old 04-08-2004, 02:25 AM   #14
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Yep! It was fun the first time though.... anyway i'll stop this dumbness!
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Old 04-08-2004, 03:47 AM   #15
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let me know when and if you need help for the next article...
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Old 04-17-2004, 02:42 AM   #16
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Sorry for not registering until now *ahem* (the 2nd "author" of those articles).

Thanks for helping us out fixing the sample code, I've been rather busy with another project and some school work so Mihail had to do all coding himself (he even had to hope the thing would compile in Linux ). I hope I'll have more time for the next article, but my main project has higher priority
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Old 10-23-2007, 04:49 AM   #17
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Default Re: Software Rendering School, Part III: Rasterization

This article covers trangle rasterization. But wouldn't it be possible to rasterize quads as well without splitting them into triangles?
I've been trying but it's a bit hard. The only problem I run into is when two verts have
the same x or y screen coordinate. Because my gradients get screwed up.

Are you supposed to calc a gradient between two verts and then loop from small y to large y and multiply the current y value by the gradient to get the start and end x value?
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