Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!maverick.ksu.ksu.edu!hoss!hoss.unl.edu!butch From: butch@hoss.unl.edu (Charles Rosecrans Jr.) Newsgroups: comp.sys.amiga.programmer Subject: Re: 3D Graphics Message-ID: <1991Mar10.183032.17717@hoss.unl.edu> Date: 10 Mar 91 18:30:32 GMT References: <91067.230242R18QC@CUNYVM.BITNET> Sender: news@hoss.unl.edu (Network News Administer) Organization: University of Nebraska - Lincoln Lines: 25 In <91067.230242R18QC@CUNYVM.BITNET> Jeannopoulos Alex writes: > Has anyone done any 3d graphics on the AMIGA. I have been some 3D program >ming but I was wondering how I can calculate whether certain lines are removed >ed or should be visible. Any info on hidden line removal would be greatly >appreciated. Thanks > Alex Jeannopoulos > R18QC@CUNYVM In my integer-based 3D code, I have a pre-computed surface normal (I use this basically for my shading algorithm) that I use. If the Z-element of the normal vector is positive after rotation, then the face is pointing towards the viewer (or camera). So far, this has given me very reliable results. Anyone know of a quick algorithm for depth cueing (I think thats the word I'm looking for) the faces. Right now I use the minimum Z value, but this goofs up from time to time. Any help on this would be greatly appreciated. Also, I think someone mentioned a clock-wise algorithm, which works well too. The reason why I choose the normal algorithm is the time it took to rotate the normal as opposed to the time it took to derive the value for the clock-wise test. There is really a small difference for a few faces, but when the numbers grow, the normal test gives better time performance. Butch Rosecrans butch at fergvax.unl.edu