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Attention:
This material is copyright 1995-1997 Chris Hecker. All rights
reserved.
You have permission to read this article for your own education. You
do not have permission to put it on your website (but you may link
to my main page, below), or to put it in a book, or hand it out to your
class or your company, etc. If you have any questions about using
this article, send me email. If you got this article from a web page
that was not mine, please let me know about it.
Thank you, and I hope you enjoy the article,
Chris Hecker
definition six, incorporated
http://www.d6.com/users/checker
PS. The email address at the end of the article is incorrect. Please
use [email protected] for any correspondence.

Perspective Texture
Mapping, Part II:
Rasterization
BEHIND THE SCREEN
D
id I say I’d be doing two
columns? Silly me—I meant
four or five columns. Our
topic, perspective texture
mapping, is so huge I don’t
know what I was thinking
when I said we could cover it
completely in two columns.
Luckily, the topic has enough variety
that it should keep everyone glued to
these pages for the duration.
In Part 1, we covered most of the
math behind the perspective projection
and triangle gradients (those neat num-
bers that let us interpolate without
recalculating at each scanline), and we
quickly went over polygon fill conven-
tions and stepping on pixel centers.
That’s a lot of information for a single
article. In fact, there’s so much material
still to cover I’m not even going to
summarize my last article beyond say-
ing, “Read it.” If you haven’t read Part
I, you’ll still get a lot out of Part II, but
you might have trouble seeing how this
information fits in perspective (cough).
This time around we’re going to
focus on the triangle rasterization stage,
and we’ll expand on the math for the
fill convention we derived last issue.
As I did last time, I encourage you
to get out a piece of graph paper and
join in the fun. Speaking for myself, I
find it impossible to learn math with-
out scribbling all over the place.
If you don’t like math, well, com-
puter graphics is math for the most
part, so I’m not sure what to tell you.
My goal is to describe the math in an
accessible way, but I’m not going to
hide the fact that math underlies every-
thing about computer graphics, espe-
cially three dimensional computer
graphics. If you like programming you
will definitely like math...heck, math’s
even better than computer program-
ming because there are no compiler or
operating system bugs! (Of course,
there’s no compiler or operating system
to tell you when you’ve done something
wrong, either.)
Raster Blaster
When I say rasterization, I mean taking
the continuous geometric triangle—
defined by its vertices—and displaying
it on the monitor’s discrete display grid,
or “raster.” The rule we defined for
doing this is called a top-left fill con-
vention, where we light all pixels that
are strictly inside the polygon bound-
aries and any pixels that are exactly on
the polygon boundary if they’re on the
top or left edges (remember, pixels are
boxes with a center, not just points).
Figure 1 shows this fill convention in
18
GAME DEVELOPER • JUNE/JULY 1995
Figure 1. The Fill Convention
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