Strip comments and inline ids onto h*
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58-04.html
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58-04.html
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@ -10,16 +10,9 @@
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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: Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare</title><!-- HEADER -->
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<!-- Empty Reference Subhead -->
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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: Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare</title>
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<meta name="chapter" content="58" />
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<meta name="pages" content="1089-1091" />
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<!--UNASSIGNED1//-->
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<!--UNASSIGNED2//-->
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</head>
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<body>
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@ -41,7 +34,7 @@
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<p>Or can we?</p>
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<p><b>LISTING 58.3 L58-3.ASM</b></p><!-- CODE SNIP //-->
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<p><b>LISTING 58.3 L58-3.ASM</b></p>
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<pre>
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; Inner loop to draw a single texture-mapped vertical column,
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; rather than a horizontal scanline. Maxed-out 16-bit version.
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@ -51,11 +44,10 @@
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; ECX = fractional Y advance in lower 15 bits of CX,
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; fractional X advance in high word of ECX, bit
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; 15 set to 0
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</pre><!-- END CODE SNIP //-->
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</pre>
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<p><a id="Fig7"><!-- </A><A HREF="javascript:displayWindow('images/58-07.jpg',407,289 )"> --><img src="images/58-07.jpg" /><br />
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<!-- </A>
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<BR><A HREF="javascript:displayWindow('images/58-07.jpg',407,289)"> --><b>Figure 58.7</b></a> <i>Final method for advancing source texture pointer.</i></p><!-- CODE //-->
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<p><a id="Fig7"><img src="images/58-07.jpg" /><br />
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<b>Figure 58.7</b></a> <i>Final method for advancing source texture pointer.</i></p>
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<pre>
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; EDX = fractional source texture Y coordinate in lower
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; 15 bits of CX, fractional source texture X coord
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@ -85,9 +77,9 @@ SCANOFFSET=0
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SCANOFFSET = SCANOFFSET + SCANWIDTH
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ENDM
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</pre><!-- END CODE //-->
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</pre>
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<h4 align="left"><a id="Heading7"></a>Don’t Stop Thinking about Those Cycles</h4>
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<h4 align="left" id="Heading7">Don’t Stop Thinking about Those Cycles</h4>
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<p>Remember what I said at the outset, that knowing something has been done makes it much easier to do? A corollary is that pushing past that point, once attained, is very difficult. It’s only natural to want to relax in the satisfaction of a job well done; then, too, the very nature of the work changes. Getting from 44 cycles down to John’s 9 cycles was a huge leap, but we knew it could be done—therefore the nature of the problem was to figure out <i>how</i> it was done; in cases like this, if we’re sharp enough (and of course we are!), we’re guaranteed eventual gratification. Now that we’ve reached John’s level of performance, the problem becomes <i>whether</i> the code can be made faster yet, and that’s a different kettle of fish altogether, for it may well be that after thinking about it for a while, we’ll conclude that it can’t. Not only will we have wasted time, but we’ll also never be sure we were right; we’ll know only that <i>we</i> couldn’t find a solution. That way lies madness.</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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<!-- BEGIN SUB FOOTER -->
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<!-- END FOOTER -->
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</div>
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</body>
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</html>
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