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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: Surface Catching and Quake's Triangle Models</title><!-- HEADER -->
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<title>Michael Abrash's Graphics Programming Black Book Special Edition: Surface Catching and Quake's Triangle Models</title>
<meta name="chapter" content="69" />
<meta name="pages" content="1257-1261" />
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<p><br /></p>
<h2><a id="Heading1"></a>Chapter 69<br />
<h2 id="Heading1">Chapter 69<br />
Surface Caching and Quake&rsquo;s Triangle Models</h2>
<h3><a id="Heading2"></a>Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites</h3>
<h3 id="Heading2">Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites</h3>
<p>In the late &rsquo;70s, I spent a summer doing contract programming at a government-funded installation called the Northeast Solar Energy Center (NESEC). Those were heady times for solar energy, what with the oil shortages, and there was lots of money being thrown at places like NESEC, which was growing fast.</p>
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<p>Of course, most of the time programmers really <i>are</i> rational creatures, and the more information we have, the better. In that spirit, let&rsquo;s look at more of the stuff that makes Quake tick, starting with what I&rsquo;ve recently learned about surface caching.</p>
<h3><a id="Heading3"></a>Surface Caching with Hardware Assistance</h3>
<h3 id="Heading3">Surface Caching with Hardware Assistance</h3>
<p>In Chapter 68, I discussed in detail the surface caching technique that Quake uses to do detailed, high-quality lighting without lots of polygons. Since writing that chapter, I&rsquo;ve gone further, and spent a considerable amount of time working on the port of Quake to Rendition&rsquo;s Verite 3-D accelerator chip. So let me start off this chapter by discussing what I&rsquo;ve learned about using surface caching in conjunction with hardware.</p>
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Graphics Programming Black Book &copy; 2001 Michael Abrash
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