FedePede04 wrote:Hi Doug
you are a true wizard
and i love to follow the process of your work.
calimero wrote:Crazy poo!
Now I can really imagine Tron like game!
What are difference in engine betwen Quake 1 and Quake 2?
calimero wrote:If quake 2 player works so fast with 16mhz 030, how much cpu cycles would be needed more for drawing textures (e.g. second 030 on 16mhz (32mhz 030), or drawing textures is way more than 100% than this what you made so far)?
calimero wrote:VBL counter - it is how many vbl is needed to draw screen?
Zamuel_a wrote:How are the coordinates for each face handled in Q1 & Q2? The routines I used in the past for perspective correct mapping always needed mapping coordinates besides the normal face vertices or else they would stretch out the texture to fit the corners, just like an affine mapper, so if there was anything else than just square faces, when it needed extra mapping coordiantes for the texture. But I think there is some way to do it without this?
mfro wrote:Bless you!
AdamK wrote:Btw. I really liked pastel colors in the video. Can you explain how you assigned colors?
Code: Select all
; get original face index
; mix it up a bit
; constrain 565 colour to muddy pastels, otherwise i got a lot of seriously bright pink which hurts my eyes
AdamK wrote:Please excuse my ignorance, but why re you doing and.w twice?
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