Texture Mapping & Polygon Rasterizing Tutorial (1/2) [C++20]
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: / realbisqwit Liberapay: https://liberapay.com/Bisqwit Steady: https://steadyhq.com/en/bisqwit Patreon: / bisqwit (Other options at https://bisqwit.iki.fi/donate.html) Twitch: / realbisqwit Homepage: https://iki.fi/bisqwit/ You can contribute subtitles: http://www.youtube.com/timedtext_vide... Downloads: https://bisqwit.iki.fi/jkp/polytut/ Music list (s = SPC-OPL conversion): — Energy Breaker — Golden-colored Wind (s) — Final Fantasy V — World 1+2 (s) — Star Ocean — Past Days (s) — Energy Breaker — Heroes’ Adventure (s) — Final Fantasy Mystic Quest — Focus Tower (s) — Final Fantasy Mystic Quest — Shrine (s)
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Texture Mapping & Polygon Rasterizing Tutorial (2/2) [C++20]

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