Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    135
  • comments
    130
  • views
    52690

sgeMobile update

Sign in to follow this  
VisualLR

280 views

I didn't get much time today to work on sgeMobile, but I did get a spinning wireframe triangle to render. Now, this may sound like a step backwards, but it's actually a huge step forward. For a couple of days I've been moving all the rasterizing and rendering code into our C++ architecture, and yesterday I had all the pieces in place for rendering, but it wasn't working correctly.

I found out that it was mostly due to a problem in the code that generates the lookup tables for sine and cosine, I made an awful mistake (and I paid for it)... long story short, I needed to use ::cos(theta) instead of cos(theta), because I had named my function in fixedTrig cos and sin respectively... yes, bad choice, I know... I don't even remember doing it, so I'm guessing it must've been early in the AM...

Now, I still need a couple of things to get this just right, the world to camera transformation is not quite working, I suspect that there's a bug in the code that generates the view matrix, shouldn't be too hard to track down. Once that code is working, I'll need to do the camera to perspective projection, which is already written, just needs to be tested.

With all that in place, I'll be in good shape to start porting over the textured, z-buffered rasterizer... which reminds me, I also wrote a ZBuffer class, it's just a helper class that allows me to create a 16 or 32 bit zbuffer, and properly deallocate it when I'm done.

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!