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Article #66552

Re: New 3D Game Rendering Method

#66552
From: h... Nicholas Vinen
Date: Thu, 28 Nov 1996 00:00
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: but it isn't, I think. They actually texture-map a flat plane, being 
: parallel to the ground (which is easy and fast), but draw not only a 
: point for each texel, but a vertical line. This is slow due to the divide 
: needed for calculating the height and looks ugly to me, too.

: Possible Mr. Janczewski is doing something similar. Maybe even without 
: proper calculation of the "voxels" height to accelerate it.

: Udo Stenzel

   No divide necessary. I managed to get it going at a respectable
framerate looking nice and smooth on a 486/33 a while back in a 16k intro.
The funny thing was, it was such a fast effect it was faster on my 486/33
with a good video card than on a friend's 486/100 with an average one.
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From: h...@cafu.fl.net.au (Nicholas Vinen)
Subject: Re: New 3D Game Rendering Method
Date: 1996/11/28
Message-ID: <57is01$6pa@grumpy.fl.net.au>
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