Original Post
I want to undestand polygon drawing accuracy. I'm looking for examples of polygon drawing methods with varying accuracy. With advantage with sample renderings so that the reader can understand, without running the code, how the accuracy differs between methods.
If possible I'm specifically looking for the inaccurate 500–600 kp/s (compared to the accurate 100 kp/s) drawing code employed in the Nintendo 64 RCP. And the PlayStation polygon drawing code that produce the for the PS characteristic uneven surface lines and polygon sides such as in this rendering where the lines on the ground, and all lines and polygon sides, are uneven.
I already know about the contents about polygon drawing in Graphics Programming Black Book, which only discuss accurate polygon drawing (accurate compared to the low accuracy avaliable for the N64 RCP and the PS GPU), so please suggest other sources than that. Update: Regarding perspective correction the Perspective Texture Mapping texts by Chris Hecker is a good resource.
Thanks!
If possible I'm specifically looking for the inaccurate 500–600 kp/s (compared to the accurate 100 kp/s) drawing code employed in the Nintendo 64 RCP. And the PlayStation polygon drawing code that produce the for the PS characteristic uneven surface lines and polygon sides such as in this rendering where the lines on the ground, and all lines and polygon sides, are uneven.
I already know about the contents about polygon drawing in Graphics Programming Black Book, which only discuss accurate polygon drawing (accurate compared to the low accuracy avaliable for the N64 RCP and the PS GPU), so please suggest other sources than that. Update: Regarding perspective correction the Perspective Texture Mapping texts by Chris Hecker is a good resource.
Thanks!