Close, but not there…
Found some of the problems of the system yesterday, but the results are still terrible:
It was inverted on this screenshot due to lack of correction of texture coordinates to screen coordinates.
Anyway, the problem I’m having is reconstructing the camera-relative position of the pixels, based on the depth and field-of-view… Something is going wrong there, although I’m not sure what… I did a lot of math and everything should be correct:
But if I draw the error between the reconstructed position and the actual position, the error is quite noticeable:
More “red” means more error in X, more green means more error on the Y coordinate…
So, a lot of work ahead of me now…
Now listening to “Ravenhead” by “Orden Ogan”
Link of the Day: This Kickstarter project has probably one of the best trailers ever: https://www.kickstarter.com/projects/strafegame/strafe
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