Strip comments and inline ids onto h*

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

View file

@ -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: Quake: A Post-Mortem and a Glimpse into the Future</title><!-- HEADER -->
<!-- Empty Reference Subhead -->
<!--ISBN=1576101746//-->
<!--TITLE=Michael Abrash's Graphics Programming Black Book Special Edition//-->
<!--AUTHOR=Michael Abrash//-->
<!--PUBLISHER=The Coriolis Group, Inc.//-->
<title>Michael Abrash's Graphics Programming Black Book Special Edition: Quake: A Post-Mortem and a Glimpse into the Future</title>
<meta name="chapter" content="70" />
<meta name="pages" content="1277-1279" />
<!--UNASSIGNED1//-->
<!--UNASSIGNED2//-->
</head>
<body>
@ -41,7 +34,7 @@
<p>After the BSP is built, the outer surfaces of the level, which no one can ever see (because levels are sealed spaces), are removed, so the interior of the level, containing all the empty space through which a player can move, is completely surrounded by a solid region. This eliminates a great many irrelevant polygons, and reduces the complexity of the next step, calculating the potentially visible set.</p>
<h3><a id="Heading3"></a>The Potentially Visible Set (PVS)</h3>
<h3 id="Heading3">The Potentially Visible Set (PVS)</h3>
<p>After the BSP tree is built, the potentially visible set (PVS) for each leaf is calculated. The PVS for a leaf consists of all the leaves that can be seen from anywhere in that leaf, and is used to reduce to a near-minimum the polygons that have to be considered for drawing from a given viewpoint, as well as the entities that have to be updated over the network (for multiplayer games) and drawn. Calculating the PVS is expensive; Quake levels take 10 to 30 minutes to process on a four-processor Alpha, and even with speedup tweaks to the BSPer (the most effective of which was replacing many calls to <b>malloc()</b> with stack-based structures&mdash;beware of <b>malloc()</b> in performance-sensitive code), Quake 2 levels are taking up to an hour to process. (Note, however, that that includes BSPing, PVS calculations, and radiosity lighting, which I&rsquo;ll discuss later.)</p>
@ -72,10 +65,6 @@
<div align="center">
Graphics Programming Black Book &copy; 2001 Michael Abrash
</div><!-- all of the reference materials (books) have the footer and subfoot reveresed -->
<!-- reference_subfoot = footer -->
<!-- reference_footer = subfoot -->
<!-- BEGIN SUB FOOTER -->
<!-- END FOOTER -->
</div>
</body>
</html>