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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<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: Sorted Spans in Action</title><!-- HEADER -->
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<!--ISBN=1576101746//-->
<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Sorted Spans in Action</title>
<meta name="chapter" content="67" />
<meta name="pages" content="1239-1241" />
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<p><br /></p>
<h4 align="left"><a id="Heading9"></a>Implementation Notes</h4>
<h4 align="left" id="Heading9">Implementation Notes</h4>
<p>Finally, a few notes on Listing 67.1. First, you&rsquo;ll notice that although we clip all polygons to the view frustum in worldspace, we nonetheless later clamp them to valid screen coordinates before adding them to the edge list. This catches any cases where arithmetic imprecision results in clipped polygon vertices that are a bit outside the frustum. I&rsquo;ve only found such imprecision to be significant at very small z distances, so clamping would probably be unnecessary if there were a near clip plane, and might not even be needed in Listing 67.1, because of the slight nudge inward that we give the frustum planes, as described in Chapter 65. However, my experience has consistently been that relying on worldspace or viewspace clipping to produce valid screen coordinates 100 percent of the time leads to sporadic and hard-to-debug errors.</p>
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<div align="center">
Graphics Programming Black Book &copy; 2001 Michael Abrash
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