[openbeos] Re: The Scientific Method aka Bresenham Newsletter Article

  • From: "Michael Phipps" <mphipps1@xxxxxxxxxxxxxxxx>
  • To: openbeos@xxxxxxxxxxxxx
  • Date: Mon, 09 Jun 2003 20:47:44 -0400

Yikes. I bet that would be no fun to debug down the road. :-/

>Michael Phipps wrote on Mon, 09 Jun 2003 19:01:31 -0400:
>> I didn't consider this. Given the 80 bit nature of the FPU and the (fairly) 
>> small numbers that we are using, it wouldn't seem like it could ever be a 
>> more than 1 pixel error. I did see differences between the two algorithms, 
>> but I really had/have no real way to prove error.
>
>That sort of rounding problem shows up as gaps between polygons in 3D systems, 
>since the edges are usually placed using a line drawing algorithm.  You want 
>the line to be exactly the same, no matter what the order of the endpoints is. 
> It's a bit trickier since the vertices are floating point numbers until the 
>very last transformation step.  Takes a lot of care to get it "pixel perfect".
>
>- Alex
>
>




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