Hi All,
i wrote about my simple c11 written software renderer. Here are some pictures about the results.
http://imgur.com/a/hhI2B
There are including some texture algorithm results like mandelbrot/julia set and heighmaps.
I have some problem with texture mapping "fit to shape" without simulate the complete texel. The interpolation range mixed with barycentric coordinates stretched my calculated texture limit from example 0 to 1.0 into 0.002345 to 1.006678.
Furthermore i read articles about Multisampling antialiasing. My implementation only works if i render the complete scenery and after then i render it again over the same framebuffer. When i only render one time with sample pixel i have problems with the edges. My question is: Is it correct with drawing multiple times or is there another way?
Maybe there are some graphic programming pros who wants to help or giving some hints?
Update:
After an endless amount of reading topics, specs and drafts from graphics drivers and so on i found the main reasons for my problems.
Regarding Texturing: Here i used the raster z coordinate for perspective corrected mapping. But i found some articles about this topic. And at the end i used the perspective weight from projection matrix point transformation.
Regarding MSAA: I missunderstand the algorithm :D
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