Xref: utzoo rec.games.programmer:3399 alt.msdos.programmer:2557 comp.os.msdos.programmer:4605 Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!usc!jarthur!nntp-server.caltech.edu!nyet From: nyet@nntp-server.caltech.edu (n liu) Newsgroups: rec.games.programmer,alt.msdos.programmer,comp.os.msdos.programmer Subject: Re: 3D Rotation Message-ID: <1991Apr9.001941.12548@nntp-server.caltech.edu> Date: 9 Apr 91 00:19:41 GMT References: <1991Apr05.224711.12750@lynx.CS.ORST.EDU> <1991Apr5.201714.29494@kuhub.cc.ukans.edu> <41021@cup.portal.com> <1991Apr8.181450.15309@cs.cornell.edu> Organization: California Institute of Technology, Pasadena Lines: 31 ressler@CS.Cornell.EDU (Gene Ressler) writes: >easy to program from. S/H is in Foley and Van Dam, Fundamentals >of interactive computer graphics (and many others). They do a chapter >on `the graphics pipeline' that is _very_ worthwhile study if you're doing >3D imaging. These guys virtually invented computer flight simulations; they >know what they're talking about. >Having said this, I gladly admit that programs like MS Flight simulator >play all kinds of games to get around the expensive (read floating point) >computation of the above algorithms. But you can't understand the games >until you've got the rules. I actually have one of those pipelines described in Foley & Van Dam that does pretty much any wireframe 3D modeling I could ever want, but it's a bit slow for real animation... unless you have a quick 386 with fpu. So, what i want to know is, where is a good place to start to learn those integer math tricks MS et al use? Also, if anybody is interested in the pipeline, i can mail it to them - its kinda convoluted and there's no documentation or comments (hey, i'm sorry - what do i look like; a CS major?) but if you're willing to sit down and untangle it, it might be useful. Two "front ends" are available - one is an interactive line-driven renderer which will also read in data (got lots of sample stuff for it); cli.c the other is a little animation front end that bounces and rotates red/blue 3d stuff on screen; danime.c again, docs are sparse, so use at your own risk! The syntax for the cli is pretty much what James Blinn wrote about in some random Computer Graphics treatises.. i have photocopies of those lying around somewhere.