Ah! Your source shows me where I went wrong with my 'quick render' method in my own 3D render engine. With this, I should be able to finish my own by the end of the week.
Interested to see how you will handle additional vertex points and faces.
Oh, and one question about the source. What do angY and angX actually represent? Are they the angle from the camera to the object? Or are they the rotation of the points?
I will need to do a lot of re-writing when i try to implement faces and a better line drawing system. Right now the entire object needs to be drawn without 'picking up the pencil', so the data size is a lot bigger than it needs to be. And angY and angX are the x and t rotation of the object, controlled by the mouse.
Ah, Z-buffer! This works something along the lines I thought it would. The only way that you can get the Z-buffer to work in all cases though is to force the render engine to go pixel by pixel. Greenfoot (and maybe Java) is just too slow to do that kind of math.
Too busy to make the next move, lol. Right now I am working on the networked version of Realm of Battle and a "sequel" to it, a Blender based RTS, in addition to schoolwork. Too much work! Maybe once I have some free time I will get my shaders up and working. And cool new models.
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