Retidy, removing align=left from headings and empty paragraphs

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James Gregory 2013-12-30 15:37:13 +11:00
commit a96a114403
362 changed files with 8472 additions and 5040 deletions

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
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<center>
<table border="1">
<tr>
<td><a href="56-03.html">Previous</a></td>
<td>
<a href="56-03.html">Previous</a>
</td>
<td><a href="index.html">Table of Contents</a></td>
<td>
<a href="index.html">Table of Contents</a>
</td>
<td><a href="57-02.html">Next</a></td>
<td>
<a href="57-02.html">Next</a>
</td>
</tr>
</table>
</center>
<p><br /></p>
<h2 id="Heading1">Chapter 57<br />
10,000 Freshly Sheared Sheep on the Screen</h2>
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<p>The chap doing the shearing did say one thing that stuck with me, although it may not sound particularly profound. (Actually, it sounds pretty silly, but bear with me.) He said, &ldquo;You don&rsquo;t get really good at sheep shearing for 10 years, or 10,000 sheep.&rdquo; I&rsquo;ll buy that. In fact, to extend that morsel of wisdom to the greater, non-ovine-centric universe, it actually takes a good chunk of experience before you get good at anything worthwhile&mdash;especially graphics, for a couple of reasons. First, performance matters a lot in graphics, and performance programming is largely a matter of experience. You can&rsquo;t speed up PC graphics simply by looking in a book for a better algorithm; you have to understand the code C compilers generate, assembly language optimization, VGA hardware, and the performance implications of various graphics-programming approaches and algorithms. Second, computer graphics is a matter of illusion, of convincing the eye to see what you want it to see, and that&rsquo;s very much a black art based on experience.</p>
<h4 align="left" id="Heading3">Visual Quality: A Black Hole ... Er, Art</h4>
<h4 id="Heading3">Visual Quality: A Black Hole ... Er, Art</h4>
<p>Pleasing the eye with realtime computer animation is something less than a science, at least at the PC level, where there&rsquo;s a limited color palette and no time for antialiasing; in fact, sometimes it can be more than a little frustrating. As you may recall, in the previous chapter I implemented texture mapping in X-Sharp. There was plenty of experience involved there, some of which I didn&rsquo;t mention. My first implementation was disappointing; the texture maps shimmied and sheared badly, like a loosely affiliated flock of pixels, each marching to its own drummer. Then, I added a control key to speed up the rotation; what a difference! The aliasing problems were still there, but with the faster rotation, the pixels moved too quickly for the eye to pick up on the aliasing; the rotating texture maps, and the rotating ball as a whole, crossed the threshold into being accepted by the eye as a viewed object, rather than simply a collection of pixels.</p>
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</tr>
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<h4 align="left" id="Heading4">Fixed-Point Arithmetic, Redux</h4>
<h4 id="Heading4">Fixed-Point Arithmetic, Redux</h4>
<p>In the previous chapter I added texture mapping to X-Sharp, but lacked space to explain some of its finer points. I&rsquo;ll pick up the thread now and cover some of those points here, and discuss the visual and performance enhancements that previous chapter&rsquo;s code needed&mdash;and which are now present in the version of X-Sharp in this chapter&rsquo;s subdirectory on the CD-ROM.</p>
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<p>Experience again: It&rsquo;s the difference between knowing which flaws (like small texture shifts) can reasonably be ignored, and which (like those that produce gaps between polygons) must be avoided at all costs.</p>
<p><br /></p>
<center>
<table border="1">
<tr>
<td><a href="56-03.html">Previous</a></td>
<td>
<a href="56-03.html">Previous</a>
</td>
<td><a href="index.html">Table of Contents</a></td>
<td>
<a href="index.html">Table of Contents</a>
</td>
<td><a href="57-02.html">Next</a></td>
<td>
<a href="57-02.html">Next</a>
</td>
</tr>
</table>
</center>