POLYTYPE_PTEX(3alleg4)

πŸ’– POLYTYPE_PTEX πŸ’–

okay bestie, welcome to the Allegro manual, we're doing the whole thing, no skips, periodt ✨


✨ NAME ✨

POLYTYPE_PTEX β€” it's a polygon rendering mode type from the Allegro game programming library πŸŽ€


🌸 SYNOPSIS 🌸

#include <allegro.h>

#define POLYTYPE_PTEX

πŸ¦‹ DESCRIPTION πŸ¦‹

so like, this is a perspective-correct texture mapped polygon. it's giving main character energy fr fr πŸ’…

it uses the z value from the vertex structure as well as the u/v coordinates, so your textures get displayed correctly no matter what angle you're viewing them from. literally iconic. 🌈

but now the tea β˜• β€” because it involves division calculations in the inner texture mapping loop, this mode is a lot slower than POLYTYPE_ATEX. and it uses floating point, so it will be very slow on anything less than a Pentium 😭 even with an FPU, a 486 can't overlap floating point division with other integer operations like the Pentium can. not me feeling bad for the 486... πŸ™ˆ

no cap, if you're on ancient hardware, this one's gonna chug. the math is mathing but the CPU is not.

🫢 SEE ALSO 🫢


that's the whole vibe check bestie, go forth and render perspective-correct polygons πŸ’–βœ¨

Allegro, version 4.4.3 β€” mwah, love u, bye πŸ‘‘πŸ’œ