LP
04-12-2007, 07:25 PM
For the past few weeks in the time between work I've been porting texture mapping code originally written in C/C++. The reason is that it could be particularly useful on embedded systems and, of course, for demo scene contests, such as TMDC (http://www.taat.fi/tmdc).
As a result, I've published a sample project, which shows some of the popular algorithms that were previously used in C/C++ and now are available in Delphi. They can be converted to FreePascal/Lazarus with minimal effort.
The project features Affine Texture Mapping, Perspective Texture Mapping, Polygon Clipping using Sutherland-Hodgman algorithm and vector transformation using SIMD/SSE instructions. These algorithms are used in a sample 3D software rendering pipeline, which is capable of displaying textured 3D meshes. An algorithm for generating a PQ Torus Knot in run-time is also provided.
You can obtain the project at this location. (http://www.afterwarp.net/content/view/29/).
Any comments and suggestions are welcome.
Screenshot:
http://img104.imageshack.us/img104/1527/image3zr2.th.png (http://img104.imageshack.us/my.php?image=image3zr2.png)
As a result, I've published a sample project, which shows some of the popular algorithms that were previously used in C/C++ and now are available in Delphi. They can be converted to FreePascal/Lazarus with minimal effort.
The project features Affine Texture Mapping, Perspective Texture Mapping, Polygon Clipping using Sutherland-Hodgman algorithm and vector transformation using SIMD/SSE instructions. These algorithms are used in a sample 3D software rendering pipeline, which is capable of displaying textured 3D meshes. An algorithm for generating a PQ Torus Knot in run-time is also provided.
You can obtain the project at this location. (http://www.afterwarp.net/content/view/29/).
Any comments and suggestions are welcome.
Screenshot:
http://img104.imageshack.us/img104/1527/image3zr2.th.png (http://img104.imageshack.us/my.php?image=image3zr2.png)