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42-04.md
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42-04.md
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@ -71,16 +71,16 @@
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} while (--DeltaX);
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}
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Listing 42.1 isn’t particularly fast, because it calls **DrawPixel()**
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Listing 42.1 isn't particularly fast, because it calls **DrawPixel()**
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for each pixel. On the other hand, **DrawPixel()** makes it easy to try
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out Wu antialiasing in a variety of modes; just adapt the code in
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Listing 42.3 for the 256-color mode you want to support. For example,
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Listing 42.5 shows code to draw Wu-antialiased lines in 640x480
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256-color mode on SuperVGAs built around the Tseng Labs ET4000 chip with
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at least 512K of display memory installed. It’s well worth checking out
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at least 512K of display memory installed. It's well worth checking out
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Wu antialiasing at 640x480. Although antialiased lines look much
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smoother than normal lines at 320x200 resolution, they’re far from
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perfect, because the pixels are so big that the eye can’t blend them
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smoother than normal lines at 320x200 resolution, they're far from
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perfect, because the pixels are so big that the eye can't blend them
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properly. At 640x480, however, Wu-antialiased lines look fabulous; from
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a couple of feet away, they look as straight and smooth as if they were
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drawn with a ruler.
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@ -136,10 +136,10 @@ says that 32 intensities are enough; on my system, eight and even four
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levels looked pretty good. I found that gamma correction, which gives
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linearly spaced intensity steps, improved antialiasing quality
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significantly. Fortunately, we can program the palette with
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gamma-corrected values, so our drawing code doesn’t have to do any extra
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gamma-corrected values, so our drawing code doesn't have to do any extra
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work.
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Listing 42.1 isn’t very fast, so I implemented Wu antialiasing in
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Listing 42.1 isn't very fast, so I implemented Wu antialiasing in
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assembly, hard-coded for mode 13H. The implementation is shown in full
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in Listing 42.6. High-speed graphics code and fast VGAs go together like
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peanut butter and jelly, which is to say very well indeed; the assembly
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