FILLED VECTORS (Part 1)


HAVE YOU EVER DREAM TO WRITE A 3D ROUTINE SUCH BEST DEMOS HAS? WITH A FEW ARTICLES I'LL LEARN IT ALL!

Now we'll start a series of articles, in asm language for the Amiga, dedicated to 3D routines creation with the following features:

- DOUBLE BUFFERING
- ROTATION ON 3 AXIS
- ZOOM
- SORTING ( Z-VALUES & PRE-DETERMINED PRIORITY )
- LINES
- NORMAL SURFACES
- TRANSPARENT SURFACES!!!
- HIDDEN FACES
- DITHERING
- CLIPPING
ONLY I'D HAVE A LOT OF REQUEST, I'LL WRITE ARTICLES ABOUT:
- TEXTURE MAPPING
- GOURAUD SHADING
- PHONG SHADING
- MOVING LIGHT SOURCE ON 3 AXIS

Send e-mail specifying your prefs (also completely different subjects, ex: compression and decompression algos)


GLOSSARY

DOUBLE BUFFERING

It is a way of obtaining smoother anims, you need two or more memory blocks: while one block is showed, the other is used to calculate next frame. When rendering operation is done, the two buffers are swapped.

ROTATION ON 3 AXIS

Rotation can be done on one, two or three axis (X,Y,Z). Routine we'll consider will rotate points on all three axis, using a pre-calculated cos/sin table to speed up math operations.

ZOOM

Zo ny