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James Gregory 2013-12-30 18:34:31 +11:00
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352 changed files with 6040 additions and 6040 deletions

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@ -4,11 +4,11 @@
#### Implementation Notes {#Heading9}
Finally, a few notes on Listing 67.1. First, you’ll notice that although
Finally, a few notes on Listing 67.1. First, you'll notice that although
we clip all polygons to the view frustum in worldspace, we nonetheless
later clamp them to valid screen coordinates before adding them to the
edge list. This catches any cases where arithmetic imprecision results
in clipped polygon vertices that are a bit outside the frustum. I’ve
in clipped polygon vertices that are a bit outside the frustum. I've
only found such imprecision to be significant at very small z distances,
so clamping would probably be unnecessary if there were a near clip
plane, and might not even be needed in Listing 67.1, because of the
@ -20,7 +20,7 @@ percent of the time leads to sporadic and hard-to-debug errors.
There is no separate routine to clear the background in Listing 67.1.
Instead, a special background surface at an effectively infinite
distance is added, so whenever no polygons are active the background
color is drawn. If desired, it’s a simple matter to flag the background
color is drawn. If desired, it's a simple matter to flag the background
surface and draw the background specially. For example, the background
could be drawn as a starfield or a cloudy sky.
@ -31,7 +31,7 @@ for the latter case: Storage for the maximum number of vertices per
polygon must be allocated in the polygon structures. In a fully polished
implementation, vertices would be linked together or pointed to, and
would be dynamically allocated from a vertex pool, so each polygon
wouldn’t have to contain enough space for the maximum possible number of
wouldn't have to contain enough space for the maximum possible number of
vertices.
Each surface has a field named **state**, which is incremented when a
@ -44,9 +44,9 @@ coordinates from floating point to fixed point. Due to this conversion,
it is possible, although rare, for a polygon that is viewed nearly
edge-on to have a trailing edge that occurs slightly *before* the
corresponding leading edge, and the span-generation code will behave
badly if it tries to emit a span for a surface that hasn’t yet started.
badly if it tries to emit a span for a surface that hasn't yet started.
It would help performance if this sort of fix-up could be eliminated by
careful arithmetic, but I haven’t yet found a way to do so for
careful arithmetic, but I haven't yet found a way to do so for
1/z-sorted spans.
Lastly, as discussed in Chapter 66, Listing 67.1 uses the gradients for