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68-04.md
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68-04.md
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@ -10,7 +10,7 @@ due to perspective foreshortening, distant polygons have only a few
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pixels relative to the surface size in texels. Surfaces associated with
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partly hidden polygons must be fully built, even though only part of the
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polygon is visible, and if polygons are drawn back to front with
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overdraw, some polygons won’t even be visible, but will still require
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overdraw, some polygons won't even be visible, but will still require
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surface building and caching. What all this meant was that the surface
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cache initially looked to be very large, on the order of several
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megabytes, even at 320x200—too much for a game intended to run on an 8
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@ -25,7 +25,7 @@ Second, surfaces are built at four mipmap levels, depending on distance,
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with each mipmap level having one-quarter as many texels as the
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preceding level, as shown in Figure 68.4.
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For those whose heads haven’t been basted in 3-D technology for the past
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For those whose heads haven't been basted in 3-D technology for the past
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several years, *mipmapping* is 3-D graphics jargon for a process that
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normalizes the number of texels in a surface to be approximately equal
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to the number of pixels, reducing calculation time for distant surfaces
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@ -66,15 +66,15 @@ has to be rebuilt. In the worst case, where the lighting changes on
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every visible surface, the surface cache provides no benefit, and
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rendering runs at the combined speed of surface building and texture
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mapping. This worst-case slowdown is tolerable but certainly noticeable,
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so it’s best to design games that use surface caching so only some of
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so it's best to design games that use surface caching so only some of
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the surfaces change lighting at any one time. If necessary, you could
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alternate surface relighting so that half of the surfaces change on even
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frames, and half on odd frames, but large-scale, constant relighting is
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not surface caching’s strongest suit.
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not surface caching's strongest suit.
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Finally, Quake barely begins to tap surface caching’s potential. All
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Finally, Quake barely begins to tap surface caching's potential. All
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sorts of procedural texturing and post-processing effects are possible.
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If a wall is shot, a sprite of pockmarks could be attached to the wall’s
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If a wall is shot, a sprite of pockmarks could be attached to the wall's
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data structure, and the sprite could be drawn into the surface each time
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the surface is rebuilt. The same could be done for splatters, or
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graffiti, with translucency easily supported. These effects would then
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