Raytracing & Raycasting using 3DHardware

Well, seems stupid, but it’s not (for now).

So, what about if you are raytracing a 128x128 grid, and then in 512x512 screen buffer draw this 128x128 grid of 128x128x2 textured & colored 2D triangles.

For example, you can shoot rays through every vertex and receiv some U, V texture info where it’s shot (assuming that 4 neighbour rays are shooting one and same texture).

If they are not shooting one and same, there can be done something about this (sorry for my english).

SO ANY IDEAS, or PROJECTS on the NET…

I don’t care about API - OpenGL, Glide, D3D, RAVE or DRI - just to see some implementation

i’m also interested.
i was thinking to render in realtime hypertextures using a raymarching scheme.

Dolo//\ightY

Originally posted by dmy:
[b]i’m also interested.
i was thinking to render in realtime hypertextures using a raymarching scheme.

Dolo//\ightY[/b]

hypertextures - Ken Perlin’s? Very nice looking, but really don’t know how to to them…

raymarching scheme - never heard about this, will search something…

Cause i’m NEWBIE to raytracing/raycasting, i’ve started learning RADIANCE & POV, a lot of stuff there, really interresting - but my head is growing and growing - and now I had a headache (In my non-free time i’m porting a PSX game to PC, and combined with this - it’s really enourmous for me)

But will try to catch the wave…

malkia/eastern.analog
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malkia@digitald.com http://EasternAnalog.hypermart.net