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This commit is contained in:
James Gregory 2013-12-30 18:34:31 +11:00
commit 18011c595a
352 changed files with 6040 additions and 6040 deletions

View file

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