Jump to content
  • Advertisement
Sign in to follow this  

Z-Buffer/Perspective correct interpolation

This topic is 4309 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hi, im writing a software rasterizer, and it works fine in wireframe mode and with filled polygons. but i have problems with perspective correct interpolation of the z-value and texture coordinates. i transform vertices with modelview and porjection matrix, and then divide all values of the resulting vector by W. but now in the scanline-renderer i must interpolate the z-values, texture-coordinates etc over the polygon. i cant figure out how EXACTLY this works. i found some ressources on this topic, but i dont know what the variables in those formulas mean.(z0,z1,f,z,w... yes...) basically i have 3 points given with its screen-coordinates and texture coords and z-value. then for each scanline i must compute the perspective correct interpolated values... how? thanks for answers.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • 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!