POLYTYPE_PTEX(3)
β¨ NAME β¨
omg bestie, welcome to the Allegro manual page for POLYTYPE_PTEX(3) π it's the polygon rendering mode type for the Allegro game programming library. periodt.
π SYNOPSIS π
#include <allegro.h>
#define POLYTYPE_PTEX
π¦ DESCRIPTION π¦
Okay so POLYTYPE_PTEX is a perspective-correct texture mapped polygon. It's giving main character energy because it uses the z value from the vertex structure and the u/v coordinates, so textures are displayed correctly regardless of the angle they are viewed from. slay. β¨
But bestie, listen: because it involves division calculations in the inner texture mapping loop, this mode is a lot slower than POLYTYPE_ATEX. π It also uses floating point, so it will be very slow on anything less than a Pentium β and even with an FPU, a 486 can't overlap floating point division with other integer operations like the Pentium can. no cap, that's just the vibe. π
β οΈ lowkey important: the perspective-correctness is real, but so is the slowdown.POLYTYPE_PTEXis slower thanPOLYTYPE_ATEX, and that floating point + division combo is why. iykyk. π«Ά
π SEE ALSO π
kisses bestie, that's the whole page π this footer was brought to you by Allegro version 4.4.3 β¨ no date on this one, just the version, fr fr. π
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