#How do I calculate delta distance in DDA algorithm with the full (non-simplified) calc, in 3D?

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mint grotto
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How do I calculate delta distance in DDA algorithm with the full (non-simplified) calc, in 3D?

somber knoll
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If box is tranformed, you can apply inverse transform to box and ray. In general you can do dda in any space you want, just apply suitable transformation to the ray

mint grotto
mint grotto
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Also do you mean apply inverse view matrix onto the ray position or something?

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The thing is, I successfully rendered a 3D scene with DDA ray tracer, but right now my objective is to figure out how to make the voxels smaller.

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The voxels are contained in a 3D array.

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It'll be easier this way

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I explained some parts of the code in the comments