Nicht Sehr Gut wrote:
Hrmm. As hard as Paul has worked on this, I still prefer running Blood in it's normal mode at 1024x768. The 3dfx version enhancement is pretty minimal and the work involved is a bit much.
Also, there's still the standard NT issues to overcome.
Yeh, a lot of the time you are viewing the textures from far enough away that the bilinear interpolation doesn't give you much. I think it doesn't show that much improvement because the textures are actually very detailed (except the sky). The colours are crap, but then that isn't somthing that the Glide version improves.
I am finding it runs very smoothly now that there are only a few triangles to plot, rather than the hundred that were being plotted.
Its amazing the things I had to do to patch the triangles together. Just recognising the groups wasn't too bad, but then all the textures bent into W shapes if you weren't looking straight at them because the perspective was wrong, so I had to reconstruct the oow coordinate by analysing the s and t values at various points in the textures. After that it looked fairly good but some of the triangles weren't actually plotted as triangles because of clipping, so I had to spot where the edges changed direction and split them. That just left a problem with the textures rippling because the s and t coordinates are almost always wrong although exactly right on average, so I had to use linear regression to calculate an amount to nudge the textures slightly. The triangles also have to be extended one pixel so that
they butt up to the next one, and the textures coordinates have to be similarly altered. It was a surprise how anything that wasn't calculated exactly really noticed; made it look like the walls weren't solid because they flap around a bit.
Pity it doesn't make more difference. 😀