name: Rays
author: tom/kulture (jungle@argonet.co.uk)
size: 1016 Bytes (/1022 Bytes 4 old RPCs)
needs: Risc PC,FPE
descr.: Realtime sphere raytracer

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UPDATED:
(cos someone changed the deadline ;)
Decided i was stupid not to make it move in and out of the screen and added that.
Optmizied a stupid unnecesary bit of code.
--

This actually is a _real_ realtime raytracer, it calculates relfection rays aswell as the
original casted rays.

The phong shading uses real phong shading too.. (no env. maps etc).

This may require an SA or similair to work quickly. I dont have one so I dont know what
this will look like!

The old directory this time is for all those chappies with old risc pcs like me, and doubles
up the pixels horizontally

2MB of memory is required for the square root, division and ray lookup tables.

The dots are there to show you that something is actually happening while it makes the precalcs.

Be sure not to press Alt-Break!

Unfortunately it looks a bit lame.. but at least it works.
Basically what it does it solves a quadratic (per pixel) to check for intersections with the sphere, and if there is one it calculates a phong highlight and then calcs. the
intersection of the reflected ray with a checkerboard plane.

I wrote most of this today (Tuesday June 29th)..
It might crash every now and then and it is not in any way optimal.

big up junglist underground massive stylee to all the crews in the world.
wiggedy wiggedy wack. you crazy mother hubbards.

word up to pervect/topix 4 tha Squasher module 4 reducin tings in the size area.  

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HOP ON BABY!



