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51-04.md
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51-04.md
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@ -8,7 +8,7 @@
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perspective projects them to screen space and maps them to screen coordinates,
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storing the results in the object. */
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#include <math.h>
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#include “polygon.h”/
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#include "polygon.h"/
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void XformAndProjectPoints(double Xform[4][4],
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struct Object * ObjectToXform)
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@ -44,7 +44,7 @@
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/* Draws all visible faces (faces pointing toward the viewer) in the specified
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object. The object must have previously been transformed and projected, so
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that the ScreenVertexList array is filled in. */
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#include “polygon.h”
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#include "polygon.h"
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void DrawVisibleFaces(struct Object * ObjectToXform)
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{
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@ -59,7 +59,7 @@
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/* Draw each visible face (polygon) of the object in turn */
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for (i=0; i<NumFaces; i++, FacePtr++) {
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NumVertices = FacePtr->NumVerts;
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/* Copy over the face’s vertices from the vertex list */
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/* Copy over the face's vertices from the vertex list */
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for (j=0, VertNumsPtr=FacePtr->VertNums; j<NumVertices; j++)
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Vertices[j] = ScreenPoints[*VertNumsPtr++];
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/* Draw only if outside face showing (if the normal to the
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@ -116,7 +116,7 @@ the polygons must be transformed and projected, so it would seem that 24
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vertices (four for each polygon) must be handled, but some steps have
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been taken to improve performance. All vertices for the object have been
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stored in a single list; the definition of each face contains not the
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vertices for that face themselves, but rather indexes into the object’s
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vertices for that face themselves, but rather indexes into the object's
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vertex list, as shown in Figure 51.4. This reduces the number of
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vertices to be manipulated from 24 to 8, for there are, after all, only
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eight vertices in a cube, with three faces sharing each vertex. In this
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@ -125,10 +125,10 @@ mentioned earlier, backface removal is performed with integers, in
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screen coordinates, rather than with floating-point values in screen
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space. Finally, the **RecalcXForm** flag is set whenever the user
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changes the object-to-world transformation. Only when this flag is set
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is the full object-to-view transformation recalculated and the object’s
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is the full object-to-view transformation recalculated and the object's
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vertices transformed and projected again; otherwise, the values already
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stored within the object are reused. In the sample application, this
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brings no visual improvement, because there’s only the one object, but
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brings no visual improvement, because there's only the one object, but
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the underlying mechanism is sound: In a full-blown 3-D animation
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application, with multiple objects moving about the screen, it would
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help a great deal to flag which of the objects had moved with respect to
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