NYYRIKKI wrote:
>
> I took quite a fast division routine from XBASIC. I used it just like
> you,
> because I wanted to make a texture mapped box for MSX2. If you like to
> see
> that box, you can look from : www.clinet.fi/~nyke
>
I went to his home page and found :
:Texture mapped box (txtmbox.lzh)
:--------------------------------
:Ok, I know... This is not fast, but as long as I know, this is only 256
:color texture mapped object, that is ever even tryed to
:calculate in realtime. I know, that it is stupid to even try to use Z80
:for this purpose, but you may have notised, that I like to do
:lots of silly things... :-)
:You need MSX2, 64K RAM, 128K VRAM.(R800 or atleast 7Mhz stronly
:recommended)
Well I'm in the process of remaking the entire 3D-engine used in
Calculus. The objects will now not omly be filled and shaded but also
can be texturemapped.
Currently finished: simple texturemapping.
In beta: shaded texture mapping
In the pipeline: Gourad-shading and texturemapping combined with
gouradshading.
Currently the texturemapping is quitte optimized and runs as fast as the
filled polygons in Calculus :-)
There is support for on the fly detail-configuration. Just like in the
PC-games you are able to lower or raise detail to make it go
faster/slower by turning on/off the texturing, the shading etc.
David Heremans
"How should I know if it works? That's what beta testers are for. I
only
coded it."
(Attributed to Linus Torvalds, somewhere in a posting)
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