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TI-83 Plus 3d Program - occlusion
 
#1 28-04-2013, 14:22:37 PM
I have made a 3d program in the TI-83's built-in program editor, but unfortunately I do not know to occlude background geometry. The program goes like this:

1. use two lists to store initial data (distance from right to left (shift) and depth)
2. use the formula x =  shift*depth^-1 and y = +-depth^-1 and graph lines on top, bottom, and vertically. (graphs lines using the nth and (n+1) elements in the lists)
3. press an arrow key to move.
4. if up arrow is pressed, add .51 to the depth list. (down arrow works similarly)
5. if  right or left is pressed, "rotate the lists" 20 degrees.
6. erase screen, draw using updated lists, and repeat.

The program graphs the projection well and does rotations correctly but runs slowly.
One more thing: if I want to make the level larger, how can I make it graph only portions of it at a time?

Much appreciated.
 :roddy:


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compwex
#2 28-04-2013, 14:54:38 PM
I haven't touched a graphing calculator since I can remember.




beerwithstraw
#3 28-04-2013, 15:29:26 PM
I have a TI-83 sitting around somewhere but between my stats programs and other stuff on my laptop I can't say I've used it for any serious number-crunching in the past couple years.


TheGrandMystic
Thunder
#4 28-04-2013, 17:05:33 PM
Programming on a TI-83 is a real bitch. You can't type in commands with the keypad, you have to select them from a menu. Anyways, I don't know how you would occlude geometry if you're drawing wireframe polygons. Is there any reason why you can't just buffer it and draw using dithered patterns (solid shading)? You could use square voxel splatting or solid shaded polygons.


yourethunder
Svetlana
#5 28-04-2013, 17:21:43 PM
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you can occlude wireframe polygons by not drawing them

you know, just like textured polygons


lana_chan my name is erin
Svetlana
#6 28-04-2013, 17:30:28 PM
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there's a reason why you're not a fetching programmer


lana_chan my name is erin
#7 28-04-2013, 17:57:07 PM
- Last Edit: 28-04-2013, 18:02:19 PM
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Thunder if I make some games in Scratch will you sell them in your store??


Thunder
#8 28-04-2013, 17:59:05 PM
you can occlude wireframe polygons by not drawing them

you know, just like textured polygons

Right, and how do you calculate which polygons are occluded? York00 wants to know, but not even you can answer.


yourethunder
Thunder
#9 28-04-2013, 18:02:09 PM
Thunder if I make some games in Scratch will you sell them on your store??

Only if the Scratch license will allow it and you can make them standalone programs.


yourethunder
#10 28-04-2013, 18:09:17 PM
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We're allowed to sell them, but we must make the Scratch VM source code available as it's GPL!!


#11 28-04-2013, 18:11:01 PM
Some polygons are only partially seen, and not drawing them altogether would lose some detail. But I guess that doesn't matter much on a calculator.

//Well, for one thing, I've recently gotten interested in programming.


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compwex
Thunder
#12 28-04-2013, 18:31:41 PM
We're allowed to sell them, but we must make the Scratch VM source code available as it's GPL!!

Then you can include the source code. It's no big deal as long as it doesn't incease the download size by more than a few MB. Can you give me an example of what a finished product would be in Scratch, in terms of a downloadable program packaged in a zip file?


yourethunder
Thunder
#13 28-04-2013, 18:38:23 PM
Some polygons are only partially seen, and not drawing them altogether would lose some detail. But I guess that doesn't matter much on a calculator.

//Well, for one thing, I've recently gotten interested in programming.

Yeah, that sounds like you need to use flat-shaded polygons, if you want to use polygons at all. Alternatively, you could not occlude them and instead just cut them off beyond a certain distance, as if by fog. Kind of like Red Alarm for the Virtual Boy.


yourethunder
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#14 28-04-2013, 18:48:21 PM
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Technical stuff kid


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#15 28-04-2013, 18:49:54 PM
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you can occlude wireframe polygons by not drawing them

you know, just like textured polygons

Right, and how do you calculate which polygons are occluded? York00 wants to know, but not even you can answer.

you have to calculate WHERE they'll be drawn to draw them, so just don't fetching draw if they're outside the screen range

you said it would be possible for solid polygons but WHAT'S THE fetchING DIFFERENCE


lana_chan my name is erin
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