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📁 神经网络昆斯林的新闻组分类2006
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Path: cantaloupe.srv.cs.cmu.edu!das-news.harvard.edu!noc.near.net!howland.reston.ans.net!zaphod.mps.ohio-state.edu!swrinde!dptspd!tamsun.tamu.edu!tamsun.tamu.edu!newsFrom: pinky@tamu.edu (The Man behind The Curtain)Newsgroups: comp.graphicsSubject: Views on isomorphic perspectives?Date: 23 Apr 1993 11:39:06 -0500Organization: Texas A&M UniversityLines: 87Sender: ski8032@tamsun.tamu.eduMessage-ID: <1r963aINNcv2@tamsun.tamu.edu>NNTP-Posting-Host: tamsun.tamu.eduKeywords: isomorphic perspectives                             I'm working upon a game using an isometric perspective, similar tothat used in Populous.  Basically, you look into a room that lookssimilar to the following:                             xxxx                         xxxxx   xxxx                     xxxx    x       xxxx                 xxxx        x           xxxx             xxxx     2      xxxx     1      xxxx             x           xxxx    xxxx           x             x       xxxx            xxxx       x             x   xxxx             o      xxxx   x             xxxx              3 /|\         xxxx                 xxxx            /~\     xxxx                     xxxx            xxxx                         xxxx    xxxx                             xxxxThe good thing about this perspective is that you can look and movearound in three dimensions and still maintain your peripheral vision. [*]Since your viewpoint is always the same, the routines can be hard-codedfor a particular vantage.  In my case, wall two's rising edge has a slopeof 1/4. (I'm also using Mode X, 320x240).I've run into two problems; I'm sure that other readers have tried thisbefore, and have perhaps formulated their own opinions:1) The routines for drawing walls 1 & 2 were trivial, but when I ran apacked->planar image through them, I was dismayed by the "jaggies."  I'mnow considered some anti-aliasing routines (speed is not really necessary).Is it worth the effort to have the artist draw the wall already skewed,thus being assured of nice image, or is this too much of a burden?2) Wall 3 presents a problem; the algorithm I used tends to overly distortthe original.  I tried to decide on paper what pixels go where, and failed.Has anyone come up with method for mapping a planar to crosswise shearedshape?Currently I take:  1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64and produce:                         1  2  3  433 34 35 36 17 18 19 20  5  6  7  849 50 51 52 37 38 39 40 21 22 23 24  9 10 11 12            53 54 55 56 41 42 43 44 25 26 27 28 13 14 15 16                        57 58 59 60 45 46 47 48 29 30 31 32                                    61 62 63 64Line 1 follows the slope.  Line 2 is directly under line 1.Line 3 moves up a line and left 4 pixels.  Line 4 is under line 3.This fills the shape exactly without any unfilled pixels.  Butit causes distortions.  Has anyone come up with a better way?Perhaps it is necessary to simply draw the original bitmapalready skewed?Are there any other particularly sticky problems with this perspective?I was planning on having hidden plane removal by using z-buffering.Locations are stored in (x,y,z) form.[*] For those of you who noticed, the top lines of wall 2 (and wall 1)*are* parallel with its bottom lines.  This is why there appears tobe an optical illusion (ie. it appears to be either the inside or outsideof a cube, depending on your mood).  There are no vanishing points.This simplifies the drawing code for objects (which don't have tochange size as they move about in the room).  I've decided that thisapproximation is alright, since small displacements at a large enoughdistance cause very little change in the apparent size of an object ina real perspective drawing.Hopefully the "context" of the picture (ie. chairs on the floor, torcheshanging on the walls) will dispell any visual ambiguity.Thanks in advance for any help.-- Till next time,                \o/   \o/                                V \o/ V     email:pinky@tamu.edu<>  Sam  Inala  <>                 V

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