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pls write articles for ULTERSHIT

category: general [glöplog]
 
hello we have a new fuckmag its have no articles so pls write!!11!
we need your articles. you can fart them and we write it down. but pls we need. and you will be part of the biggest shit ever magged!
hahahahaha, great joke ! :)
added on the 2006-07-06 22:33:44 by wie8 wie8
do you except outlines via skype? it's the future of communication btw.
ULTRAMAN!!!
added on the 2006-07-06 22:41:14 by Optimus Optimus
..and the town is U
W=1/Z
V is the missing link

void DrawTextureTriangleZB(poly2d poly, unsigned short *vram, int tshr, unsigned short texture[])
{
int x0 =spts[poly.p0].x; int y0 =spts[poly.p0].y;
int x1 =spts[poly.p1].x; int y1 =spts[poly.p1].y;
int x2 =spts[poly.p2].x; int y2 =spts[poly.p2].y;

int c;

int u0 = poly.tc0.u; int v0 = poly.tc0.v;
int u1 = poly.tc1.u; int v1 = poly.tc1.v;
int u2 = poly.tc2.u; int v2 = poly.tc2.v;

int zfp = 0;
int z0 = fpts[poly.p0].z >> zfp;
int z1 = fpts[poly.p1].z >> zfp;
int z2 = fpts[poly.p2].z >> zfp;

// ===== Sort =====

int temp;
if (x1<x0)
{
temp = u0; u0 = u1; u1 = temp;
temp = v0; v0 = v1; v1 = temp;
temp = z0; z0 = z1; z1 = temp;
temp = x0; x0 = x1; x1 = temp;
temp = y0; y0 = y1; y1 = temp;
}
if (x2<x0)
{
temp = u0; u0 = u2; u2 = temp;
temp = v0; v0 = v2; v2 = temp;
temp = z0; z0 = z2; z2 = temp;
temp = x0; x0 = x2; x2 = temp;
temp = y0; y0 = y2; y2 = temp;
}
if (x2<x1)
{
temp = u1; u1 = u2; u2 = temp;
temp = v1; v1 = v2; v2 = temp;
temp = z1; z1 = z2; z2 = temp;
temp = x1; x1 = x2; x2 = temp;
temp = y1; y1 = y2; y2 = temp;
}

// ===== Interpolation variables =====

int n;
int fp = 8;
int ly01=0, ly12=0, ly02=0;
int lu01=0, lu12=0, lu02=0;
int lv01=0, lv12=0, lv02=0;
int lz01=0, lz12=0, lz02=0;

int dx01 = x1 - x0;
int dy01 = y1 - y0;
int du01 = u1 - u0;
int dv01 = v1 - v0;
int dz01 = z1 - z0;

ly01 = ((dy01<<fp)*div[dx01+2048])>>16;
lu01 = ((du01<<fp)*div[dx01+2048])>>16;
lv01 = ((dv01<<fp)*div[dx01+2048])>>16;
lz01 = (dz01*div[dx01+2048])>>16;

int dx12 = x2 - x1;
int dy12 = y2 - y1;
int du12 = u2 - u1;
int dv12 = v2 - v1;
int dz12 = z2 - z1;

ly12 = ((dy12<<fp)*div[dx12+2048])>>16;
lu12 = ((du12<<fp)*div[dx12+2048])>>16;
lv12 = ((dv12<<fp)*div[dx12+2048])>>16;
lz12 = (dz12*div[dx12+2048])>>16;

int dx02 = x2 - x0;
int dy02 = y2 - y0;
int du02 = u2 - u0;
int dv02 = v2 - v0;
int dz02 = z2 - z0;

ly02 = ((dy02<<fp)*div[dx02+2048])>>16;
lu02 = ((du02<<fp)*div[dx02+2048])>>16;
lv02 = ((dv02<<fp)*div[dx02+2048])>>16;
lz02 = (dz02*div[dx02+2048])>>16;

int vramofs;
int x, y;

int y01 = y0<<fp;
int y02 = y01;
int u01 = u0<<fp;
int u02 = u01;
int v01 = v0<<fp;
int v02 = v01;
int z01 = z0;
int z02 = z01;

int du, dv, dz;
int su1, su2;
int sv1, sv2;
int sy1, sy2;
int sz1, sz2;

int px, py;

int xp = x0 * GP32_Height;
for (x = x0; x<x1; x++)
{
sy1 = y01>>fp;
sy2 = y02>>fp;
su1 = u01;
su2 = u02;
sv1 = v01;
sv2 = v02;
sz1 = z01;
sz2 = z02;

if (sy1>sy2)
{
temp = sy1; sy1 = sy2; sy2 = temp;
temp = su1; su1 = su2; su2 = temp;
temp = sv1; sv1 = sv2; sv2 = temp;
temp = sz1; sz1 = sz2; sz2 = temp;
}

du = ((su2 - su1)*div[sy2-sy1+2048])>>16;
dv = ((sv2 - sv1)*div[sy2-sy1+2048])>>16;
dz = ((sz2 - sz1)*div[sy2-sy1+2048])>>16;

xp+=GP32_Height;
vramofs = xp + sy1;
for (y = sy1; y<sy2; y++)
{
su1+=du;
sv1+=dv;
sz1+=dz;
if ((vramofs>=0 && vramofs<GP32_Width*GP32_Height) && sz1<zbuffer[vramofs])
{
zbuffer[vramofs] = sz1;
c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
*(vram+vramofs) = c;
}
vramofs++;
}
y01+=ly01;
y02+=ly02;
u01+=lu01;
u02+=lu02;
v01+=lv01;
v02+=lv02;
z01+=lz01;
z02+=lz02;
}

y01 = y1<<fp;
u01 = u1<<fp;
v01 = v1<<fp;
z01 = z1;

xp = x1 * GP32_Height;
for (x = x1; x<x2; x++)
{
sy1 = y01>>fp;
sy2 = y02>>fp;
su1 = u01;
su2 = u02;
sv1 = v01;
sv2 = v02;
sz1 = z01;
sz2 = z02;

if (sy1>sy2)
{
temp = sy1; sy1 = sy2; sy2 = temp;
temp = su1; su1 = su2; su2 = temp;
temp = sv1; sv1 = sv2; sv2 = temp;
temp = sz1; sz1 = sz2; sz2 = temp;
}

du = ((su2 - su1)*div[sy2-sy1+2048])>>16;
dv = ((sv2 - sv1)*div[sy2-sy1+2048])>>16;
dz = ((sz2 - sz1)*div[sy2-sy1+2048])>>16;

xp+=GP32_Height;
vramofs = xp + sy1;
for (y = sy1; y<sy2; y++)
{
su1+=du;
sv1+=dv;
sz1+=dz;
if ((vramofs>=0 && vramofs<GP32_Width*GP32_Height) && sz1<zbuffer[vramofs])
{
zbuffer[vramofs] = sz1;
c = texture[((su1>>fp)>>tshr) + (((sv1>>fp)>>tshr)<<(8-tshr))];
*(vram+vramofs) = c;
}
vramofs++;
}
y01+=ly12;
y02+=ly02;
u01+=lu12;
u02+=lu02;
v01+=lv12;
v02+=lv02;
z01+=lz12;
z02+=lz02;
}
}
added on the 2006-07-06 22:42:56 by Optimus Optimus
I am too ashamed of the piece of code btw. And it will be released opensource too :/
added on the 2006-07-06 22:43:29 by Optimus Optimus
At least it's fast and does demo. LOL
added on the 2006-07-06 22:43:52 by Optimus Optimus
hah, my filler is better than yours!
how can that huge pile of code be fast?
added on the 2006-07-06 22:50:01 by the_Ye-Ti the_Ye-Ti
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this is our old material for demo, but the idea sucks and design sucks too, however.........
maybe someone would write article about this ? =)
added on the 2006-07-06 22:57:12 by wie8 wie8
BB Image
i hate it, really ! ;o

i have better idea right now .... hmmm.
added on the 2006-07-06 23:03:18 by wie8 wie8
so...
pls - write articles For ALL DISKMAGS, like
hugi, pain, savage and other ? :D
added on the 2006-07-06 23:05:29 by wie8 wie8
Lol. It may be bloated but is fast enough on GP32 but I know it can be faster and simpler if rewritten.
added on the 2006-07-07 04:36:28 by Optimus Optimus
wie8: I like it. Reminds me of "Alien".
added on the 2006-07-07 09:59:09 by Adok Adok
Adok: your cinema references are a bit confused... this has nothing to do with Alien. Don't make your Mensa buddies ashamed!
added on the 2006-07-07 10:35:50 by Zest Zest
Ah, now I remember! It's from this TV series which is based on a movie. Science-fiction, in which Anubis was the great enemy. What was it called again?
added on the 2006-07-07 11:39:33 by Adok Adok
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added on the 2006-07-07 15:04:51 by the_Ye-Ti the_Ye-Ti
here's an idea: model us some penises. I'm sure we can use 'em.
added on the 2006-07-07 15:34:51 by Shifter Shifter
shit i can only model pussies... you want 'em anyway?
added on the 2006-07-07 16:20:18 by decipher decipher

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