Retidy, removing align=left from headings and empty paragraphs
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56-02.html
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56-02.html
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
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"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<center>
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<table border="1">
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<tr>
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<td><a href="56-01.html">Previous</a></td>
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<td>
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<a href="56-01.html">Previous</a>
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</td>
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<td><a href="index.html">Table of Contents</a></td>
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<td>
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<a href="index.html">Table of Contents</a>
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</td>
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<td><a href="56-03.html">Next</a></td>
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<td>
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<a href="56-03.html">Next</a>
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</td>
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</tr>
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</table>
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</center>
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<p><br /></p>
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<p>Ah, but what is an “equivalent amount”? Think of it this way. If a destination edge is 100 scan lines high, it will be stepped 100 times. Then, we’ll divide the <b>SourceXWidth</b> and <b>SourceYHeight</b> lengths of the source edge by 100, and add those amounts to the source edge’s coordinates each time the destination is stepped one scan line. Put another way, we have, as usual, arranged things so that in the destination polygon we step <b>DestYHeight</b> times, where <b>DestYHeight</b> is the height of the destination edge. The this approach arranges to step the source image edge <b>DestYHeight</b> times also, to match what the destination is doing.</p>
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<p><a id="Fig3"><img src="images/56-03.jpg" /><br />
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<p><a id="Fig5"><img src="images/56-05.jpg" /><br />
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<b>Figure 56.5</b></a> <i>Mapping a texture onto a narrower polygon.</i></p>
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<h4 align="left" id="Heading5">Notes on DDA Texture Mapping<br />
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<h4 id="Heading5">Notes on DDA Texture Mapping<br />
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<br /></h4>
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<p>That’s all there is to quick-and-dirty texture mapping. This technique basically uses a two-stage digital differential analyzer (DDA) approach to step through the appropriate part of the source image in tandem with the normal scan-line stepping through the destination polygon, so I’ll call it “DDA texture mapping.” It’s worth noting that there is no need for any trigonometric functions at all, and only two divides are required per scan line.</p>
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<p>For now, all we need is fast texture mapping of adequate quality, which the straightforward, non-antialiased DDA approach supplies. I’m sure there are many other fast approaches, and, as I’ve said, there are more accurate approaches, but DDA texture mapping works well, given the constraints of the PC’s horsepower. Next, we’ll look at code that performs DDA texture mapping. First, though, I’d like to take a moment to thank Jim Kent, author of Autodesk Animator and a frequent correspondent, for getting me started with the DDA approach.</p>
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<p><br /></p>
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<center>
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<table border="1">
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<tr>
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<td><a href="56-01.html">Previous</a></td>
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<td>
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<a href="56-01.html">Previous</a>
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</td>
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<td><a href="index.html">Table of Contents</a></td>
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<td>
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<a href="index.html">Table of Contents</a>
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</td>
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<td><a href="56-03.html">Next</a></td>
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<td>
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<a href="56-03.html">Next</a>
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</td>
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</tr>
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</table>
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</center>
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