Strip comments and inline ids onto h*

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James Gregory 2013-12-30 15:11:04 +11:00
commit 0f5f617adb
362 changed files with 2519 additions and 6694 deletions

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@ -10,16 +10,9 @@
<meta name="vspubdate" content="07/01/97" />
<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
<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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<!--ISBN=1576101746//-->
<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<!--PUBLISHER=The Coriolis Group, Inc.//-->
<title>Michael Abrash's Graphics Programming Black Book Special Edition: Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare</title>
<meta name="chapter" content="58" />
<meta name="pages" content="1089-1091" />
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@ -41,7 +34,7 @@
<p>Or can we?</p>
<p><b>LISTING 58.3 L58-3.ASM</b></p><!-- CODE SNIP //-->
<p><b>LISTING 58.3 L58-3.ASM</b></p>
<pre>
; Inner loop to draw a single texture-mapped vertical column,
; rather than a horizontal scanline. Maxed-out 16-bit version.
@ -51,11 +44,10 @@
; ECX = fractional Y advance in lower 15 bits of CX,
; fractional X advance in high word of ECX, bit
; 15 set to 0
</pre><!-- END CODE SNIP //-->
</pre>
<p><a id="Fig7"><!-- </A><A HREF="javascript:displayWindow('images/58-07.jpg',407,289 )"> --><img src="images/58-07.jpg" /><br />
<!-- </A>
<BR><A HREF="javascript:displayWindow('images/58-07.jpg',407,289)"> --><b>Figure 58.7</b></a>&nbsp;&nbsp;<i>Final method for advancing source texture pointer.</i></p><!-- CODE //-->
<p><a id="Fig7"><img src="images/58-07.jpg" /><br />
<b>Figure 58.7</b></a>&nbsp;&nbsp;<i>Final method for advancing source texture pointer.</i></p>
<pre>
; EDX = fractional source texture Y coordinate in lower
; 15 bits of CX, fractional source texture X coord
@ -85,9 +77,9 @@ SCANOFFSET=0
SCANOFFSET = SCANOFFSET + SCANWIDTH
ENDM
</pre><!-- END CODE //-->
</pre>
<h4 align="left"><a id="Heading7"></a>Don&rsquo;t Stop Thinking about Those Cycles</h4>
<h4 align="left" id="Heading7">Don&rsquo;t Stop Thinking about Those Cycles</h4>
<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&rsquo;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&rsquo;s 9 cycles was a huge leap, but we knew it could be done&mdash;therefore the nature of the problem was to figure out <i>how</i> it was done; in cases like this, if we&rsquo;re sharp enough (and of course we are!), we&rsquo;re guaranteed eventual gratification. Now that we&rsquo;ve reached John&rsquo;s level of performance, the problem becomes <i>whether</i> the code can be made faster yet, and that&rsquo;s a different kettle of fish altogether, for it may well be that after thinking about it for a while, we&rsquo;ll conclude that it can&rsquo;t. Not only will we have wasted time, but we&rsquo;ll also never be sure we were right; we&rsquo;ll know only that <i>we</i> couldn&rsquo;t find a solution. That way lies madness.</p>
@ -110,10 +102,6 @@ SCANOFFSET = SCANOFFSET + SCANWIDTH
<div align="center">
Graphics Programming Black Book &copy; 2001 Michael Abrash
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