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Well, I've implemented a crummy (but very fast) algorithm to dynamically adjust the amount of flexible perspective correction in each surface and each span. This means that the prototype stage of this feature is complete.

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Retroquad's Adaptative Perspective Correction

Running in the Retroquad game engine, wip version 0.19.2: https://www.patreon.com/mankrip Hardware: CPU AMD Ryzen 5 PRO 3350G 3.6Ghz 4MB Cache AM4 Motherboard Biostar A320MH DDR4 RAM 16GB 2666MHz DDR4 SSD 256GB Sata 6GB/s Notes: Adaptative perspective correction is a new technique I've invented to limit perspective correction, applying it in flexible amounts defined by how much correction is needed for each case. In this video I scale the resulting amounts of perspective correction (higher numbers means lower amounts) to show more clearly how it affects the rendering. This feature is not finished yet.

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