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65-03.md
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65-03.md
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@ -20,7 +20,7 @@
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{
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nextvert = (i + 1) % pin->numverts;
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// Keep the current vertex if it’s inside the plane
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// Keep the current vertex if it's inside the plane
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if (curin)
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*poutvert++ = *pinvert;
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@ -56,22 +56,22 @@
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}
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Believe it or not, this technique, applied in turn to each edge, is all
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that’s needed to clip a polygon to a plane. Better yet, a polygon can be
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that's needed to clip a polygon to a plane. Better yet, a polygon can be
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clipped to multiple planes by repeating the above process once for each
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clip plane, with each interation trimming away any part of the polygon
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that’s clipped by that particular plane.
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that's clipped by that particular plane.
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One particularly useful aspect of 3-D clipping is that if you’re drawing
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One particularly useful aspect of 3-D clipping is that if you're drawing
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texture mapped polygons, texture coordinates can be clipped in exactly
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the same way as (x,y,z) coordinates. In fact, the very same fraction
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that’s used to advance x, y, and z from the inside point to the point of
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that's used to advance x, y, and z from the inside point to the point of
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intersection with the clip plane can be used to advance the texture
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coordinates as well, so only one extra multiply and one extra add are
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required for each texture coordinate.
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#### Clipping to the Frustum {#Heading6}
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Given a polygon-clipping function, it’s easy to clip to the frustum: set
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Given a polygon-clipping function, it's easy to clip to the frustum: set
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up the four planes for the sides of the frustum, with another one or two
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planes for near and far clipping, if desired; next, clip each
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potentially visible polygon to each plane in turn; then draw whatever
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@ -378,7 +378,7 @@ is available on the CD-ROM in the file DDJCLIP.ZIP.
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}
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pobject = pobject->pnext;
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}
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// We’ve drawn the frame; copy it to the screen
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// We've drawn the frame; copy it to the screen
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hdcScreen = GetDC(hwndOutput);
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holdpal = SelectPalette(hdcScreen, hpalDIB, FALSE);
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RealizePalette(hdcScreen);
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