special case polygon rasterizing problem
#1
Posted 03 April 2006 - 10:14 AM
http://img.photobuck...ter_problem.gif
It only happens when the polygon is edge on because if it was slightly facing the camera it would be rendered and if it was slightly facing away then the faces behind that are part of the surface would cover up the holes.
Has anyone else experienced this problem? Can it be fixed with a simple correction to my rasterizing algorithm or do I need to write extra code for this special case?
Thanks
Peter Bone
#2
Posted 03 April 2006 - 11:42 AM
j
(+ - + - + - + ++--++--++--++--++--++--++--------++++++i);
#3
Posted 03 April 2006 - 01:15 PM
#4
Posted 03 April 2006 - 04:03 PM
#5
Posted 03 April 2006 - 04:49 PM
I may just re-write my rasterizers using that half-space method you wrote. I wish I knew about that when I was writing my rasterizer.
Thanks
#6
Posted 03 April 2006 - 05:58 PM
#7
Posted 04 April 2006 - 10:51 AM
#8
Posted 05 April 2006 - 02:54 PM
peterbone said:
But inclusive fill isn't the answer, because when you do transparency you want the pixels on edges shared between polygons to be rendered exactly once. One way to do this is to use the top-left fill convention also used by Direct3D and OpenGL. It's all in my advanced rasterization article how to implement this.
#9
Posted 06 April 2006 - 10:19 AM
#10
Posted 06 April 2006 - 03:43 PM
#11
Posted 07 April 2006 - 11:21 AM
karligula said:
Using a top left fill conversion is an exclusive fill.
Does anyone know where I can find source code for the basic scanline conversion algorithm for a triangle? It's amazing that I can't find any on the internet.
#12
Posted 07 April 2006 - 12:48 PM
http://www.d6.com/us...er/misctech.htm
#13
Posted 07 April 2006 - 01:29 PM
(+ - + - + - + ++--++--++--++--++--++--++--------++++++i);
#14
Posted 07 April 2006 - 02:53 PM
peterbone said:
The top-left fill convention will render pixels that are on a left or top edge, and skip pixels that are on a right or bottom edge. This way whatever mesh you render the pixels between polygons will be rendered exactly once.
Top-left fill convention is the accepted standard and used by Direct3D and OpenGL. Chris Hecker's articles also use a strict top-left fill convention.
Subpixel accuracy, subtexel accuracy and the fill convention are the first things that separate a sOftWarE rEndeRER from a Software Renderer.
#15
Posted 07 April 2006 - 04:19 PM
I think mine is still a sOftWarE rEndeRER despite having subpixel accuracy and a top left fill convention.
Here it is in it's simplest form http://atlas.walagat...ngle_raster.txt
#16
Posted 09 April 2006 - 12:20 PM
peterbone said:
I think mine is still a sOftWarE rEndeRER despite having subpixel accuracy and a top left fill convention.
Here it is in it's simplest form http://atlas.walagat...ngle_raster.txt
#17
Posted 09 April 2006 - 02:24 PM
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