Axis one is most time precalculated. He went out of RAM and you see the lines when scales up that pixels getting bigger.
Mine is full time in real-time. Mesh moved in 3D, perspective transformation, 3D clipping, fractal line (based on the core Rescue on Fractalus routine) is real-time too.
Balls are working like on Amiga simulating bitplanes and not like Mapa using player/mussels and full 3D.
no... it's not the same. the one used in prior productions was a "reversed engineered" fractal routine which can handle more variants. (256x256 types of lines). That was used since Arsantica 2.
this one is basicly out of the Rescue on Fractalus source code and my gutfeeling was that it is slightly faster. this one was coded by Charlie.
mnie się jeden efekt kojarzy z ... na Amidze podczas wczytywania Mortal Kombat 2 z pierwszego dysku jest taki przerywnik z efektem jak z tego demka ,tzn tak skojarzyłem screen gdyż dema nie widziałem :-p ,ale mam bezbłędne skojarzenia więc wiem co pisze :-).
thx. I found several bugs and improvements in the code.
the 3d part was added on last minute and contains unneccessary code blocks. like I am calculating face averages and do sorting faces which is only needed for Torus and not for other simple convex objects...
then instead of OR mode drawing for transparency it now works with ADD mode.