I have recentley written some custom Texture Mapping code wich I would like to use instead of OpenGL’s software texture mapper. I wrote the code as a test program for DOS in an interpretted language, now, I don’t have a clue on whether or not it is fast code. I knew the interpretted language was slow, so I only looked at the results and not the speed. I tried to make the algorithm extremely fast though.
To map a texture onto a quad it does 6 substractions and follows 5 nested For loops, and that’s all the code there is. Now my question is, is this good code or is it bad code?
Remember that I haven’t found a way yet to incorporate this code into OpenGL so I can’t test it out.