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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

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@ -20,7 +20,7 @@
{
nextvert = (i + 1) % pin->numverts;
// Keep the current vertex if it’s inside the plane
// Keep the current vertex if it's inside the plane
if (curin)
*poutvert++ = *pinvert;
@ -56,22 +56,22 @@
}
Believe it or not, this technique, applied in turn to each edge, is all
that’s needed to clip a polygon to a plane. Better yet, a polygon can be
that's needed to clip a polygon to a plane. Better yet, a polygon can be
clipped to multiple planes by repeating the above process once for each
clip plane, with each interation trimming away any part of the polygon
that’s clipped by that particular plane.
that's clipped by that particular plane.
One particularly useful aspect of 3-D clipping is that if you’re drawing
One particularly useful aspect of 3-D clipping is that if you're drawing
texture mapped polygons, texture coordinates can be clipped in exactly
the same way as (x,y,z) coordinates. In fact, the very same fraction
that’s used to advance x, y, and z from the inside point to the point of
that's used to advance x, y, and z from the inside point to the point of
intersection with the clip plane can be used to advance the texture
coordinates as well, so only one extra multiply and one extra add are
required for each texture coordinate.
#### Clipping to the Frustum {#Heading6}
Given a polygon-clipping function, it’s easy to clip to the frustum: set
Given a polygon-clipping function, it's easy to clip to the frustum: set
up the four planes for the sides of the frustum, with another one or two
planes for near and far clipping, if desired; next, clip each
potentially visible polygon to each plane in turn; then draw whatever
@ -378,7 +378,7 @@ is available on the CD-ROM in the file DDJCLIP.ZIP.
}
pobject = pobject->pnext;
}
// We’ve drawn the frame; copy it to the screen
// We've drawn the frame; copy it to the screen
hdcScreen = GetDC(hwndOutput);
holdpal = SelectPalette(hdcScreen, hpalDIB, FALSE);
RealizePalette(hdcScreen);