Texturing

Hello world,
Thanks everybody who sent me mail. Now I have a texturing,
but too slow for my project (It’s running 10 fps in 320x240x65535).
Please can you help me once again ???
Now I’m using texturing(It’s as doom-wall mapping).

A[x1,y1]
|
|
|
|
|
| \B[x2,y2]
| |
| |
| /D[x4,y4]
| /
| /
| /
| /
|/
C[x3,y3]

Attention!!!
In source code there are four procedures/functions :

TextureQuad_Vertical + TextureLine_Vertical :---------------------------------------------
A------------/C
\ /
\ / (I hope, because I wrote this code a long time ago /in far galaxy …/)
\ /
B----/D

TextureQuad_Horizontal + TextureLine_Horizontal:

A
|
|
|
| \B
| | (This is right, It is a new code)
| |
| /D
| /
| /
|/
C

Some screenshots and source code of this procedures is at http://www.flogic.org/guns/index.htm
If you know how I can accelerate it, or you have got a similar texturing please send me it.

Why not use OpenGL for your rendering? I think OpenGL with 3D acceleration
might be the only feasible way to go about this. It’s very very hard to
write and optimize your own 3D graphics library. Or are you building a 3D
library for the sense of accomplishment? ( :

The tutorial at http://www.libsdl.org/opengl/intro.html actually shows how
to use OpenGL and how to mix it with SDL, in case you’re new to the OpenGL
scene. I can also send you a couple examples; I use MSVC++ too.

Some screenshots and source code of this procedures is at
http://www.flogic.org/guns/index.htm
If you know how I can accelerate it, or you have got a similar texturing
please send me it.

  • Brent