Replace invalid characters with HTML entities

— with —
’ with ’
+ with +
× with x
ç with ç
“ with “
” with ”
‘ with ‘
• with •
– with -
µ with µ
† with †
Fix C++
θ with θ
Yen symbol instead of times
Fix broken apos
Bullet again
E-circumflex
This commit is contained in:
James Gregory 2013-12-30 12:50:32 +11:00
commit 500e7f5654
353 changed files with 5091 additions and 5091 deletions

View file

@ -43,13 +43,13 @@
If the first and last points in VertexList are not the same, the path
around the polygon is automatically closed. All vertices are offset
by (XOffset, YOffset). Returns 1 for success, 0 if memory allocation
failed. All C code tested with Borland C++.
failed. All C code tested with Borland C++.
If the polygon shape is known in advance, speedier processing may be
enabled by specifying the shape as follows: “convex” - a rubber band
enabled by specifying the shape as follows: “convex” - a rubber band
stretched around the polygon would touch every vertex in order;
”nonconvex” - the polygon is not self-intersecting, but need not be
convex; “complex” - the polygon may be self-intersecting, or, indeed,
”nonconvex” - the polygon is not self-intersecting, but need not be
convex; “complex” - the polygon may be self-intersecting, or, indeed,
any sort of polygon at all. Complex will work for all polygons; convex
is fastest. Undefined results will occur if convex is specified for a
nonconvex or complex polygon.
@ -67,7 +67,7 @@ discussion of faster nonconvex handling. */
#else /* MSC */
#include <malloc.h>
#endif
#include “polygon.h”
#include “polygon.h”
#define SWAP(a,b) {temp = a; a = b; b = temp;}
@ -119,7 +119,7 @@ int FillPolygon(struct PointListHeader * VertexList, int Color,
if ((EdgeTableBuffer =
(struct EdgeState *) (malloc(sizeof(struct EdgeState) *
VertexList->Length))) == NULL)
return(0); /* couldn’t get memory for the edge table */
return(0); /* couldn’t get memory for the edge table */
/* Build the global edge table */
BuildGET(VertexList, EdgeTableBuffer, XOffset, YOffset);
/* Scan down through the polygon edges, one scan line at a time,
@ -131,9 +131,9 @@ int FillPolygon(struct PointListHeader * VertexList, int Color,
ScanOutAET(CurrentY, Color); /* draw this scan line from AET */
AdvanceAET(); /* advance AET edges 1 scan line */
XSortAET(); /* resort on X */
CurrentY++; /* advance to the next scan line */
CurrentY++; /* advance to the next scan line */
}
/* Release the memory we’ve allocated and we’re done */
/* Release the memory we’ve allocated and we’re done */
free(EdgeTableBuffer);
return(1);
}
@ -155,29 +155,29 @@ static void BuildGET(struct PointListHeader * VertexList,
the GET, sorted by increasing Y start coordinate */
VertexPtr = VertexList->PointPtr; /* point to the vertex list */
GETPtr = NULL; /* initialize the global edge table to empty */
for (i = 0; i < VertexList->Length; i++) {
for (i = 0; i < VertexList->Length; i++) {
/* Calculate the edge height and width */
StartX = VertexPtr[i].X + XOffset;
StartY = VertexPtr[i].Y + YOffset;
StartX = VertexPtr[i].X + XOffset;
StartY = VertexPtr[i].Y + YOffset;
/* The edge runs from the current point to the previous one */
if (i == 0) {
/* Wrap back around to the end of the list */
EndX = VertexPtr[VertexList->Length-1].X + XOffset;
EndY = VertexPtr[VertexList->Length-1].Y + YOffset;
EndX = VertexPtr[VertexList->Length-1].X + XOffset;
EndY = VertexPtr[VertexList->Length-1].Y + YOffset;
} else {
EndX = VertexPtr[i-1].X + XOffset;
EndY = VertexPtr[i-1].Y + YOffset;
EndX = VertexPtr[i-1].X + XOffset;
EndY = VertexPtr[i-1].Y + YOffset;
}
/* Make sure the edge runs top to bottom */
if (StartY > EndY) {
SWAP(StartX, EndX);
SWAP(StartY, EndY);
}
/* Skip if this can’t ever be an active edge (has 0 height) */
/* Skip if this can’t ever be an active edge (has 0 height) */
if ((DeltaY = EndY - StartY) != 0) {
/* Allocate space for this edge’s info, and fill in the
/* Allocate space for this edge’s info, and fill in the
structure */
NewEdgePtr = NextFreeEdgeStruc++;
NewEdgePtr = NextFreeEdgeStruc++;
NewEdgePtr->XDirection = /* direction in which X moves */
((DeltaX = EndX - StartX) > 0) ? 1 : -1;
Width = abs(DeltaX);
@ -188,7 +188,7 @@ static void BuildGET(struct PointListHeader * VertexList,
if (DeltaX >= 0) /* initial error term going L->R */
NewEdgePtr->ErrorTerm = 0;
else /* initial error term going R->L */
NewEdgePtr->ErrorTerm = -DeltaY + 1;
NewEdgePtr->ErrorTerm = -DeltaY + 1;
if (DeltaY >= Width) { /* Y-major edge */
NewEdgePtr->WholePixelXMove = 0;
NewEdgePtr->ErrorTermAdjUp = Width;
@ -259,12 +259,12 @@ static void AdvanceAET() {
/* This edge is finished, so remove it from the AET */
*CurrentEdgePtr = CurrentEdge->NextEdge;
} else {
/* Advance the edge’s X coordinate by minimum move */
CurrentEdge->X += CurrentEdge->WholePixelXMove;
/* Determine whether it’s time for X to advance one extra */
if ((CurrentEdge->ErrorTerm +=
/* Advance the edge’s X coordinate by minimum move */
CurrentEdge->X += CurrentEdge->WholePixelXMove;
/* Determine whether it’s time for X to advance one extra */
if ((CurrentEdge->ErrorTerm +=
CurrentEdge->ErrorTermAdjUp) > 0) {
CurrentEdge->X += CurrentEdge->XDirection;
CurrentEdge->X += CurrentEdge->XDirection;
CurrentEdge->ErrorTerm -= CurrentEdge->ErrorTermAdjDown;
}
CurrentEdgePtr = &CurrentEdge->NextEdge;
@ -279,7 +279,7 @@ static void MoveXSortedToAET(int YToMove) {
int CurrentX;
/* The GET is Y sorted. Any edges that start at the desired Y
coordinate will be first in the GET, so we’ll move edges from
coordinate will be first in the GET, so we’ll move edges from
the GET to AET until the first edge left in the GET is no longer
at the desired Y coordinate. Also, the GET is X sorted within
each Y coordinate, so each successive edge we add to the AET is
@ -367,7 +367,7 @@ struct HLineList {
struct RGB { unsigned char Red, Green, Blue, Spare; };
</PRE>
<!-- END CODE //-->
<P>Is monotone-vertical polygon detection worth all this trouble? Under the right circumstances, you bet. In a situation where a great many polygons are being drawn, and the application either doesn&#146;t know whether they&#146;re monotone-vertical or has no way to tell the polygon filler that they are, performance can be increased considerably if most polygons are, in fact, monotone-vertical. This potential performance advantage is helped along by the surprising fact that Jim&#146;s test for monotone-vertical status is simpler and faster than my original, nonfunctional test for convexity.
<P>Is monotone-vertical polygon detection worth all this trouble? Under the right circumstances, you bet. In a situation where a great many polygons are being drawn, and the application either doesn&rsquo;t know whether they&rsquo;re monotone-vertical or has no way to tell the polygon filler that they are, performance can be increased considerably if most polygons are, in fact, monotone-vertical. This potential performance advantage is helped along by the surprising fact that Jim&rsquo;s test for monotone-vertical status is simpler and faster than my original, nonfunctional test for convexity.
</P>
<P>See what accurate terminology and effective communication can do?</P><P><BR></P>
<CENTER>