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Post by sokurah on Sept 15, 2014 3:36:39 GMT -5
Well, not so much how it works because I think I understand that, but more like how you code the use of it to determine what parts of the screen gets which colours and stuff like that. So, if you draw a triangle, how would you go about making each line a different colour? -ie. what do have to do more then just drawing the three lines if you're doing the same in black and white? I hope that makes sense.
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Post by hcmffm on Sept 15, 2014 4:06:30 GMT -5
I think the topic title should rather be something like "How to write code for the 3D imager?". Perhaps you or an admin can change that.
I guess synchronizing the drawing of an object and the 3D imager is the essential part/change in the source code. FAIK, with each single rotation the 3D imager puts a sync signal on the joystick port which can be read by the code (button 4). Unfortunately I have no experience in programming code for the imager; but fortunately we have some programmer's here in the forum. :-)
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Post by Mayhem on Sept 15, 2014 4:35:45 GMT -5
Yes, you have to synchronise the rotation of the colour disc with drawing the lines on screen, in the simplest terms of explanation. The two original colour discs are split differently for each colour, because the programmers wanted different proportions of the colours used. As the disc rotates, when the section of colour is in front of the player's eyes, then you draw the lines on screen that you want to be in that colour. When the next colour is present, then you draw the next set of lines. And so on. Very timing intensive.
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Post by sokurah on Sept 15, 2014 5:22:27 GMT -5
Haha, " very timing intensive" - that's what I thought. I'm not planning anything along those lines btw - I was just curious about it. ...oh, and I've changed the title of the thread as you suggested, hcmffm.
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Post by VectorX on Sept 15, 2014 9:22:24 GMT -5
^Yep, the timing is what makes it a bit complicated, hence why George (/FURY) said he didn't miss the headaches when he first tried working on 3-D Imager games. I think the topic title should rather be something like "How to write code for the 3D imager?". Perhaps you or an admin can change that. Yeah, when you start a new thread, all you have to do is edit that first post's title and save it and it'll be changed.
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Post by christophertumber on Sept 15, 2014 9:33:01 GMT -5
Basically:
If (blue is in front of player's eyes) then draw blue objects if (green is in front of player's eyes) then draw green objects if (red is in front of player's eyes) then draw green objects
If you want to do 3D, then you need to compose two scenes from slightly different perspectives - one for each eye. Then do the above but further broken down by eye.
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Post by gauze on Sept 15, 2014 9:34:28 GMT -5
are there BIOS routines to help with goggle timing stuff? Probably not since the imager came fairly late in the game.
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Post by christophertumber on Sept 15, 2014 16:44:33 GMT -5
are there BIOS routines to help with goggle timing stuff? Probably not since the imager came fairly late in the game. No, but there may have been a disassembly of 3D Minestorm at some point?
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Post by binarystar on Sept 16, 2014 3:34:39 GMT -5
Yeah, there is a disassembly of 3d minestorm by Fred Taft but IIRC, does not document the process fully. I expect it is this code that George Pelonis based his 3d games on.
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