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Old 27 August 2018, 01:29   #13
arcanist
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Join Date: Dec 2017
Location: Austin, TX
Age: 41
Posts: 412
Here's a bonus failed attempt!

I had an idea to implement perspective by drawing the track stripes and blocks into an image, with the camera centered, offline. I then programmed the copper to set the bitplane fetch/scroll on each scanline with a shift corresponding to camera movement. The shift is calculated as a line extending from the near plane to the far plane.

Objects could then be shown/hidden per scanline just by writing color/black to the four color registers. Genius, I thought!

It turns out that drawing lines in the centered camera image "bakes in" sub-pixel errors. When it's shifted by another Bresenham-calculated line the combined error becomes super-pixel and the lines, while following the correct paths, go all wibbly.

I went to YouTube to see how Lotus 2 solved this and apparently they didn't! If you watch the road markings there's a lot of artifacting. They just move everything so fast I never really noticed.

Guess this approach isn't going to work out. Back to sprites!

[ Show youtube player ]
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