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53-04.md
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53-04.md
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@ -6,7 +6,7 @@
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/* Object list-related functions. */
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#include <stdio.h>
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#include “polygon.h”
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#include "polygon.h"
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/* Set up the empty object list, with sentinels at both ends to
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terminate searches */
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@ -90,17 +90,17 @@
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FIXED.ASM contains the equate **ROUNDING-ON**. When this equate is 1,
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the results of multiplications and divisions are rounded to the nearest
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fixed-point values; when it’s 0, the results are truncated. The
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fixed-point values; when it's 0, the results are truncated. The
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difference between the results produced by the two approaches is, at
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most, 2^-16^; you wouldn’t think that would make much difference, now,
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most, 2^-16^; you wouldn't think that would make much difference, now,
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would you? But it does. When the animation is run with rounding
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disabled, the cubes start to distort visibly after a few minutes, and
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after a few minutes more they look like they’ve been run over. In
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contrast, I’ve never seen any significant distortion with rounding on,
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after a few minutes more they look like they've been run over. In
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contrast, I've never seen any significant distortion with rounding on,
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even after a half-hour or so. I think the difference with rounding is
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not that it’s so much more accurate, but rather that the errors are
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not that it's so much more accurate, but rather that the errors are
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evenly distributed; with truncation, the errors are biased, and biased
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errors become very visible when they’re applied to right-angle objects.
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errors become very visible when they're applied to right-angle objects.
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Even with rounding, though, the errors will eventually creep in, and
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reorthogonalization will become necessary at some point.
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@ -115,17 +115,17 @@ rounding for division.
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#### Having a Ball {#Heading7}
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So far in our exploration of 3-D animation, we’ve had nothing to look at
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but triangles and cubes. It’s time for something a little more visually
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So far in our exploration of 3-D animation, we've had nothing to look at
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but triangles and cubes. It's time for something a little more visually
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appealing, so the demonstration program now features a 72-sided ball.
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What’s particularly interesting about this ball is that it’s created by
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What's particularly interesting about this ball is that it's created by
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the GENBALL.C program in the BALL subdirectory of X-Sharp, and both the
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size of the ball and the number of bands of faces are programmable.
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GENBALL.C spits out to a file all the arrays of vertices and faces
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needed to create the ball, ready for inclusion in INITBALL.C. True, if
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you change the number of bands, you must change the Colors array in
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INITBALL.C to match, but that’s a tiny detail; by and large, the process
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of generating a ball-shaped object is now automated. In fact, we’re not
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INITBALL.C to match, but that's a tiny detail; by and large, the process
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of generating a ball-shaped object is now automated. In fact, we're not
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limited to ball-shaped objects; substitute a different vertex and face
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generation program for GENBALL.C, and you can make whatever convex
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polyhedron you want; again, all you have to do is change the **Colors**
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@ -138,7 +138,7 @@ GENBALL.C is the prototype for object definition, and INITBALL.C is the
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prototype for general-purpose object instantiation. Certainly, it would
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be nice to someday have an interactive 3-D object editing tool and
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resource management setup. We have our hands full with the drawing end
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of things at the moment, though, and for now it’s enough to be able to
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of things at the moment, though, and for now it's enough to be able to
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create objects in a semiautomated way.
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------------------------ --------------------------------- --------------------
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