POLYTYPE_PTEX(3alleg4)
π POLYTYPE_PTEX π
okay bestie, welcome to the Allegro manual, we're doing the whole thing, no skips, periodt β¨
β¨ NAME β¨
POLYTYPE_PTEX β it's a polygon rendering mode type from the Allegro game programming library π
πΈ SYNOPSIS πΈ
#include <allegro.h>
#define POLYTYPE_PTEX
π¦ DESCRIPTION π¦
so like, this is a perspective-correct texture mapped polygon. it's giving main character energy fr fr π
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. π
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 π 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... π
no cap, if you're on ancient hardware, this one's gonna chug. the math is mathing but the CPU is not.
π«Ά SEE ALSO π«Ά
that's the whole vibe check bestie, go forth and render perspective-correct polygons πβ¨
Allegro, version 4.4.3 β mwah, love u, bye ππ
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