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I can imagine no z buffer requiring finding a way to efficiently sort the triangles but how can affine mapping be harder than perspective correct?



(i assume with "harder" you meant "slower")

Right now i tessellate the world quads dynamically based on the distance from the camera, which not only has an overhead of its own but it also adds additional geometric overhead (more transformations, more sorting), so perspective correct texture mapping would let me get rid of that tessellation.

Also 3D meshes (which are static, no dynamic tessellation) need to have enough tessellation to avoid getting too distorted when the camera is close even if the extra geometry isn't really necessary (e.g. IIRC the top sides of the desks are 9 quads/18 triangles when with perspective correct mapping they'd be just 1 quad/2 triangles).




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