TD4

     _____   _____ _____ ______                    _____  _____ _______
    |  __ \ / ____/ ____|  ____|    _        /\   |  __ \|  __ \__   __|
    | |__) | |   | |  __| |__     _| |_     /  \  | |__) | |__) | | |
    |  _  /| |   | | |_ |  __|   |_   _|   / /\ \ |  _  /|  _  /  | |
    | | \ \| |___| |__| | |____    |_|    / ____ \| | \ \| | \ \  | |
    |_|  \_\\_____\_____|______|         /_/    \_\_|  \_\_|  \_\ |_|
     Racket CPU Graphics Engine           Advanced Racket Ray Tracing

2021-05-10: Use Fully Anisotropic Sampling

2021-05-06: Fully Anisotropic Sampling

Precompute mipmaps, select 1, 2, or 4 mipmaps based on requested size. For 1 mipmap, perform bilinear sampling. For 2 mipmaps, sample both bilinearly and interpolate the result linearly based on fractional part of the base 2 logarithm of the size. For 4 mipmaps, interpolate bilinearly 4 bilinear samples from chosen mipmaps, the interpolation arguments are fractional parts of base 2 logarithms of size along uv axes.

2021-04-23: Walking on Bridges

And also 1000th commit!

2021-04-10: ZXP Editor

2021-03-28: 64x64 Textures Testing

2021-03-27: Normal-based Lighting

2021-03-26: Preliminary Colored Lighting

2021-03-24: Shadow Rays Adaptive Supersampling, Moving Water

2021-03-23: Shadow Rays

2021-03-21: U/V Offsets

2021-03-20: Showcase: raycasting, texturing, mipmapping, bilinear filtering, supersampling, lighting, moving platform

2021-03-13: Bridges

2021-03-12: Diagonals proper mip-mapping and motion blur

2021-03-11: Diagonals are back

... although without proper mip-mapping for now.

2021-03-05: Advanced geometry - columns

2021-03-04

Camera light is back

Back to terminal

Adaptive supersampling

2021-03-03

Edge detection from stencil buffer data

Stencil buffer with surface ids

Mip-mapping and bilinear filtering on all surfaces

The jagged lines along surface edges need adaptive supersampling.

2021-03-02: Mip-mapping and bilinear filtering on southern walls

2021-03-01: Bilinear scaling test

2021-02-23: Simple sphere

2020-12-30: Camera light is back

Been busy with other projects ...

2020-12-02: Skies are back

2020-11-26: GUI driver

2020-11-15: Full raycasting, textures from map, many optimizations

2020-11-14: Tile checkers, surface handlers, full 3D

2020-11-12: Ceiling anisotropic mipmapping, multiple floor heights

Floor is still mip-mapped using an angle between ray and u/v unit vectors. For ceiling, additional ray intersections are cast to determine current u-width and v-height at given original intersection. Proof-of-concept floor z-coordinate is tested.

2020-11-08: Anisotropic floor mipmapping based on angle between ray and u/v unit vectors

2020-11-06: Preliminary texturing is back

2020-11-05: Fast full raycasting

2020-11-02: Major rewrite to use full raycasting

2020-10-19: Dynamic lights and shadows, shape testing arena

2020-10-17

Positional lights and dynamic shadows

Sector lighting is back

2020-10-16: Floor, ceiling and sky - and textured thin walls

2020-10-15: Anisotropic wall mipmapping - including diagonals and cylinders

2020-10-14: Basic texturing and cylindrical walls

2020-10-13: Transparency of thin walls

2020-10-12

New geometry

Dynamic lights in multiple views

2020-10-07: Multiple users

2020-10-06: Telnet access (proof of concept)

2020-10-05: Sprites all around

2020-10-04: Sprites

2020-10-03: Canvas transposition

2020-09-30: Dynamic and sector lighting

2020-09-28: Local lights

2020-09-27: Proper anisotropic mipmapping of floor and ceiling

2020-09-26

Anti-aliasing 2x2

Anisotropic mipmapping of walls

2020-09-24

Actual frames per second

Color toning

2020-09-23: Lighting

2020-09-22: Sky textures

2020-09-21: Ceiling

2020-09-20

Floor

Simple mipmapping

2020-09-19

Textured walls

Raycasting walls