Strip comments and inline ids onto h*
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62-04.html
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62-04.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: On Story, Two Rules, and a BSP Renderer</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: On Story, Two Rules, and a BSP Renderer</title>
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<meta name="chapter" content="62" />
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<meta name="pages" content="1160-1162" />
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</head>
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<body>
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<p><br /></p>
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<h3><a id="Heading9"></a>Walking the Tree, Backface Culling and Drawing</h3>
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<h3 id="Heading9">Walking the Tree, Backface Culling and Drawing</h3>
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<p>Now that we have all the walls clipped to the frustum, with vertices projected into screen coordinates, all we have to do is draw them back to front; that’s the job of <b>DrawWallsBackToFront()</b>. Basically, this routine walks the BSP tree, descending recursively from each node to draw the farther children of each node first, then the wall at the node, then the nearer children. In the interests of efficiency, this particular implementation performs a data-recursive walk of the tree, rather than the more familiar code recursion. Interestingly, the performance speedup from data recursion turned out to be more modest than I had expected, based on past experience; see Chapter 59 for further details.</p>
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<p>All the visible, front-facing walls are drawn into a buffer by <b>DrawWallsBackToFront()</b>, then <b>UpdateWorld()</b> calls Win32 to copy the new frame to the screen. The frame of animation is complete.</p>
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<p><a id="Fig4"><!-- </A><A HREF="javascript:displayWindow('images/62-04.jpg',390,207 )"> --><img src="images/62-04.jpg" /><br />
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<!-- </A>
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<BR><A HREF="javascript:displayWindow('images/62-04.jpg',390,207)"> --><b>Figure 62.4</b></a> <i>Fast backspace culling test in screenspace.</i></p>
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<p><a id="Fig4"><img src="images/62-04.jpg" /><br />
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<b>Figure 62.4</b></a> <i>Fast backspace culling test in screenspace.</i></p>
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<h4 align="left"><a id="Heading10"></a>Notes on the BSP Renderer</h4>
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<h4 align="left" id="Heading10">Notes on the BSP Renderer</h4>
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<p>Listing 62.1 is far from complete or optimal. There is no such thing as a tiny BSP rendering demo, because 3D rendering, even when based on a 2-D BSP tree, requires a substantial amount of code and complexity. Listing 62.1 is reasonably close to a minimum rendering engine, and is specifically intended to illuminate basic BSP principles, given the space limitations of one chapter in a book that’s already larger than it should be. Think of Listing 62.1 as a learning tool and a starting point.</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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</div>
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</body>
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</html>
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