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The Improved Maze Runner's 1st Deliverable Page
By Shane Cantrell (cs184-dd)
and Joshua Cantrell (cs184-de)
1st Deliverable Description
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So far in this project we have been progressing mostly as planned with
a few unexpected problems. To help others (and ourselves) understand some
our techniques, we will also be writing some WWW pages to discuss how we
accomplishing some of our goals. At this time, we have two WWW pages of
this type. They discuss texture
mapping (http://www-inst.eecs.berkeley.edu/~jjc/texturemap.html) and
drawing
convex polygons (http://www-inst.eecs.berkeley.edu/~jjc/convex_polygon.html).
Texture
Mapping
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Texture mapping is functional and associates a position on each polygon
with a point on a texture. To make rendering faster, it determines the
texture coordinate through the input of screen coordinates. This enables
us to input the coordinates of the polygon drawing routine and obtain the
texture coordinate for that point.
Drawing
Polygons
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Another feature that has been implemented is the drawing of convex polygons.
Our maze runner will only need to deal with convex polygon drawing due
to the limitations that we have constructed to obtain a reasonable speed.
This polygon algorithm is given the four floating point vertices that define
the polygon, then converts them to integer positions for drawing, and draws
the polygon in a way to avoid overlapping polgons.
3D clipping
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3D clipping has been developed to make sure that walls are not drawn if
they are behind the camera's viewport. If a wall is in front of the viewport
and behind the viewport, the wall is clipped so that only the viewable
portion is finally translated into 2D coordinates.
2D clipping
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2D clipping is where the problems have occured. Due to problems with tracking
the bugs in the algorithm, Shane has always been getting closer to fixing
the problem, but has not been able to achieve that goal at the time of
this first deliverable.
Pictures