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Messages - Matrefeytontias
Pages: 1 ... 67 68 [69] 70 71 ... 133
1021
« on: July 04, 2013, 12:33:12 pm »
@Xeda112358 : I used it in the ProjectVertex routine, it was all weird, I can't really say since it was 2 days ago. I'll test again. @DJ Omnimaga : can't really say, I'm afraid that this will be a bit slow though I'll make a test with MirageOS's fastline routine. EDIT : btw, I already use MirageOS's fastcopys routine. IDK if this has any effect on the speed (it has IIRC).
1022
« on: July 04, 2013, 12:31:54 pm »
Well, good luck then, tell me when it's done, I wanna see that
1023
« on: July 04, 2013, 12:31:16 pm »
I don't know ... I guess we'll have to test it (I won't do it though )
1024
« on: July 04, 2013, 12:28:18 pm »
hyper-cube in da place ! Can you make it rotate ?
1025
« on: July 04, 2013, 12:26:23 pm »
You're wrong : I test if the unsigned value of Y is lesser than 64. If Y is lesser than 0, the 15th bit will be set, making it at least 32768. So it's okay. I would have been wrong if I had used :
If Y<<64
1026
« on: July 04, 2013, 06:43:37 am »
It wasn't working for me, so I got back to the first option (I optimized a bit the abs part tho).
1027
« on: July 04, 2013, 06:04:00 am »
Mega bump, I wrote this for TheMachine02's GLib, and thought it could be useful to others (even if I doubt so ). So here's a clipped triangle filler that takes arguments between -512 and 511 (might be a bit inaccurate though, and is surely unoptimized) : Triangle(x1,y1,x2,y2,x3,y3)
E90D3→°DX1+2→°DX2+2→°SX1+2→°SX2
Lbl Triangle If r2>>r4 Exch(°r1,°r3,4) End If r4>>r6 Exch(°r3,°r5,4) End If r2>>r4 Exch(°r1,°r3,4) End
If r4-r2→X r3-r1*64//X Else r3-r1*64 End →DX1 If r6-r2→X r5-r1*64//X Else r5-r1*64 End →DX2
r1*64→SX1→SX2 r2→Y
For(2) While 1 If Y<64 !If SX1·SX2ee0 min(max(SX1,0)r/64,95)→Z min(max(SX2,0)r/64,95)→Θ .Remember that HLine(Y,X1,X) is broken in 1.2.1, so remember to update it with the next versions of Axe Line(Z,Y,Θ,Y) End End DX1+SX1→SX1 DX2+SX2→SX2 Y++ EndIf Y+1>>r4 If r6-r4→X r5-r3*64//X Else r5-r3*64 End →DX1 r6→r4 EndAnd yeah. This routine uses 10.6 fixed point numbers.
1028
« on: July 04, 2013, 05:35:40 am »
Eeeeeeeeeeeeeeeeeeeer no Well, if that will ever be, it'll be waaaaaaaaaaaaaaaaaaaay later. I'm not sure if I will still be alive at this time
1029
« on: July 04, 2013, 05:32:41 am »
Not really, it's just something I really wanted to do, but I didn't have the knowledge to do it - until now I hope I'll be able to reach solid drawing, but it's still something reaaally far away x)
1030
« on: July 04, 2013, 04:49:13 am »
<cross-posted from Cemetech> Hallaw people, I finally got something related with 3D working in ASM ! <this is a bit like a dream coming true for me > Well, nothing too unbelievable, but I'm happy with what I have so far So, I wrote 3 main routines, and a few other ones you can use, but these latter are not focused on 3D. Main 3D routines : - BuildMatrix : builds the XY composite rotation matrix given the rotation angle about X and Y axis, respectively in b and c. The advantage is that you can rotate several vertices about the same angle without recalculating the rotation for each vertex.
- ApplyMatrix : applies the matrix stored from AX to CZ (some .db in the program) to the three points stored at inX, inY and inZ and stores the result at outX, outY and outZ (more .dw). This is not necessarily a rotation matrix, but BuildMatrix writes to this area.
- ProjectVertex : does the necessary calculation to project a vertex on-screen. Takes outX, outY and outZ as parameters and outputs at outX and outY. outZ remains unchanged.
Others routines provided (only because they are used by the 3 above routines) : - multHL_DE : performs HL*DE and stores the result in HL.
- divHL64 : I let you guess.
- mulHL64 : ↑ this.
- AextendSignDE : converts the 8-bits signed number in A to a 16-bits signed number in DE.
- getSin, getCos : retrieves the entry corresponding to the angle A in the trig look-up table (1-byte entries scaled to 64, so it goes from -64 to 64).
- HLsignedDivDE : performs signed HL/DE, result in HL.
- HLdivDE : performs unsigned HL/DE, result in HL (by Xeda112358).
Screenshot ? Yes, definitely :P If you have any comment on the routines I described before I release the source, please tell me :)
1031
« on: July 04, 2013, 02:01:11 am »
Yep, most likely.
Also because few people knows me on Youtube, hopefully that will change with more videos (I planned a vid on Super Crate Box, Ikaruga X, AxeJh3D, most of my projects that are worth a video).
1032
« on: July 03, 2013, 08:12:32 am »
It seems that the second routine is wrong ... it gives me wrong results.
1033
« on: July 02, 2013, 07:35:44 pm »
I asked him, he uses frustum culling. Didn't ask how though.
1034
« on: July 02, 2013, 02:03:50 pm »
Looks great How are you handling the frustum culling ? Because it's something I could never figure out how to do.
1035
« on: July 01, 2013, 06:45:59 pm »
Meh, stop always guessing right I'll post about it later, don't worry.
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