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51-05.md
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------------------------ --------------------------------- --------------------
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With the above optimizations, the sample program is certainly adequately
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responsive on a 20 MHz 386 (sans 387; I’m sure it’s wonderfully
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responsive with a math coprocessor). Still, it couldn’t quite keep up
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responsive on a 20 MHz 386 (sans 387; I'm sure it's wonderfully
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responsive with a math coprocessor). Still, it couldn't quite keep up
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with the keyboard when I modified it to read only one key each time
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through the loop—and we’re talking about only eight vertices here. This
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indicates that we’re already near the limit of animation complexity
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possible with our current approach. It’s time to start rethinking that
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through the loop—and we're talking about only eight vertices here. This
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indicates that we're already near the limit of animation complexity
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possible with our current approach. It's time to start rethinking that
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approach; over two-thirds of the overall time is spent in floating-point
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calculations, and it’s there that we’ll begin to attack the performance
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calculations, and it's there that we'll begin to attack the performance
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bottleneck we find ourselves up against.
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### Incremental Transformation {#Heading5}
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another onto the original matrix. Potential loss of precision is a
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problem associated with using such an approach to represent a very long
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concatenation of transformations, especially with fixed-point
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arithmetic; that’s not a problem for us yet, but we’ll run into it
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arithmetic; that's not a problem for us yet, but we'll run into it
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eventually.
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**LISTING 51.4 L51-4.C**
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/* Routines to perform incremental rotations around the three axes */
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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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/* Concatenate a rotation by Angle around the X axis to the transformation in
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XformToChange, placing result back in XformToChange. */
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