Normal quotes

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

View file

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