Regarding the PC-GPE linked in the last boost, grep it for "Sean Barrett" to find his classic 1994 txt tutorial on texture mapping. It includes the nigh-forgotten technique of lines-of-constant-z perspective-correct free-direction texture mapping. Basically the generalization of the lines-of-constant-z technique used in Doom. http://textfiles.com/programming/pcgpe10.txt
@pervognsen pretty nice idea, wonder if it had made a splash then if it had been more widely known. Also mildly curious if one could exploit the fact that the Bresenham pattern could be shared/reused somehow across the many parallel lines.
@christiankothe Dunno. Sean himself used the traditional method (with Quake's optimization of only dividing every n pixels per scanline) a few years later in Thief: https://nothings.org/gamedev/thief_rendering.html. As he mentions, System Shock and Terra Nova did use lines-of-constant-z mapping.
@christiankothe Dunno. Sean himself used the traditional method (with Quake's optimization of only dividing every n pixels per scanline) a few years later in Thief: https://nothings.org/gamedev/thief_rendering.html. As he mentions, System Shock and Terra Nova did use lines-of-constant-z mapping.