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Texture Mapping & Polygon Rasterizing Tutorial (2/2) [C++20]

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Apr 6, 2020
27:48

Textured polygons are the foundation of nearly all 3D games in existence. Used before even 3D-capable GPUs were a thing, they were rendered using nothing but software. How was that achieved? Let’s explore an easy and intuitive method. We create an extensible 3D polygon rasterizer using nothing but standard C++20 (and libSDL for 2D graphics). Become a member: https://youtube.com/Bisqwit/join My links: Twitter: https://twitter.com/RealBisqwit Liberapay: https://liberapay.com/Bisqwit Steady: https://steadyhq.com/en/bisqwit Patreon: https://patreon.com/Bisqwit (Other options at https://bisqwit.iki.fi/donate.html) Twitch: https://twitch.tv/RealBisqwit Homepage: https://iki.fi/bisqwit/ You can contribute subtitles: http://www.youtube.com/timedtext_video?ref=share&v=hxOw_p0kLfI Downloads: https://bisqwit.iki.fi/jkp/polytut/ Music list (s = SPC-OPL conversion): — Super Mario RPG ­— Sunken Ship (s) — Tales of Phantasia — Final Act (s) — Final Fantasy V — World 1+2 (s) — Famicom Tantei Club 2 — Interviews (s) — Energy Breaker — Heroes’ Adventure (s) — Final Fantasy Mystic Quest — Shrine (s)

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Texture Mapping & Polygon Rasterizing Tutorial (2/2) [C++20] | NatokHD