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James Gregory 2013-12-30 12:25:34 +11:00
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</P>
<P>The obvious lesson here is that adequate speed is important to convincing animation. There&#146;s another, less obvious side to this lesson, though. I&#146;d been running the texture-mapping demo on a 20 MHz 386 with a slow VGA when I discovered the beneficial effects of greater animation speed. When, some time later, I ran the demo on a 33 MHz 486 with a fast VGA, I found that the faster rotation was too fast! The ball spun so rapidly that the eye couldn&#146;t blend successive images together into continuous motion, much like watching a badly flickering movie.</P>
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<TD VALIGN="TOP" ALIGN="LEFT" WIDTH="5%"><IMG SRC="images/57-01i.jpg"><TD VALIGN="TOP" ALIGN="LEFT" WIDTH="95%"><SMALL><I>So the second lesson is that either too little or too much speed can destroy the illusion. Unless you&#146;re antialiasing, you need to tune the shifting of your images so that they&#146;re in the &#147;sweet spot&#148; of apparent motion, in which the eye is willing to ignore the jumping and aliasing, and blend the images together into continuous motion. Only experience can give you a feel for that sweet spot.</I></SMALL>
<TD VALIGN="TOP" ALIGN="LEFT" WIDTH="5%"><IMG SRC="images/i.jpg"><TD VALIGN="TOP" ALIGN="LEFT" WIDTH="95%"><SMALL><I>So the second lesson is that either too little or too much speed can destroy the illusion. Unless you&#146;re antialiasing, you need to tune the shifting of your images so that they&#146;re in the &#147;sweet spot&#148; of apparent motion, in which the eye is willing to ignore the jumping and aliasing, and blend the images together into continuous motion. Only experience can give you a feel for that sweet spot.</I></SMALL>
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<H4 ALIGN="LEFT"><A NAME="Heading4"></A><FONT COLOR="#000077">Fixed-Point Arithmetic, Redux</FONT></H4>
<P>In the previous chapter I added texture mapping to X-Sharp, but lacked space to explain some of its finer points. I&#146;ll pick up the thread now and cover some of those points here, and discuss the visual and performance enhancements that previous chapter&#146;s code needed&#151;and which are now present in the version of X-Sharp in this chapter&#146;s subdirectory on the CD-ROM.