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52-01.html
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52-01.html
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<meta name="vspubdate" content="07/01/97" />
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<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Fast 3-D Animation: Meet X-Sharp</title><!-- HEADER -->
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<!--ISBN=1576101746//-->
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<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<!--AUTHOR=Michael Abrash//-->
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<!--PUBLISHER=The Coriolis Group, Inc.//-->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Fast 3-D Animation: Meet X-Sharp</title>
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<meta name="chapter" content="52" />
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<meta name="pages" content="969-972" />
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<p><br /></p>
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<h2><a id="Heading1"></a>Chapter 52<br />
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<h2 id="Heading1">Chapter 52<br />
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Fast 3-D Animation: Meet X-Sharp</h2>
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<h3><a id="Heading2"></a>The First Iteration of a Generalized 3-D Animation Package</h3>
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<h3 id="Heading2">The First Iteration of a Generalized 3-D Animation Package</h3>
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<p>Across the lake from Vermont, a few miles into upstate New York, the Ausable River has carved out a fairly impressive gorge known as “Ausable Chasm.” Impressive for the East, anyway; you might think of it as the poor man’s Grand Canyon. Some time back, I did the tour with my wife and five-year-old, and it was fun, although I confess that I didn’t loosen my grip on my daughter’s hand until we were on the bus and headed for home; that gorge is deep, and the railings tend to be of the single-bar, rusted-out variety.</p>
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<p>In our 3-D animation work so far, we’ve used floating-point arithmetic. Floating-point arithmetic—even with a floating-point processor but especially <i>without</i> one—is the microcomputer animation equivalent of working in a school bus: It takes forever to do anything, and you just <i>know</i> you’re never going to accomplish as much as you want to. In this chapter, we’ll address fixed-point arithmetic, which will give us an instant order-of-magnitude performance boost. We’ll also give our 3-D animation code a much more powerful and extensible framework, making it easy to add new and different sorts of objects. Taken together, these alterations will let us start to do some really interesting real-time animation.</p>
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<h3><a id="Heading3"></a>This Chapter’s Demo Program</h3>
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<h3 id="Heading3">This Chapter’s Demo Program</h3>
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<p>Three-dimensional animation is a complicated business, and it takes an astonishing amount of functionality just to get off the launching pad: page flipping, polygon filling, clipping, transformations, list management, and so forth. I’ve been building toward a critical mass of animation functionality over the course of this book, and this chapter’s code builds on the code from no fewer than five previous chapters. The code that’s required in order to link this chapter’s animation demo program is the following:</p>
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<div align="center">
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Graphics Programming Black Book © 2001 Michael Abrash
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</div><!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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</html>
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