Change HTML4 entities to HTML5

&lt to <
&gt to >
&amp to &
This commit is contained in:
James Gregory 2013-12-30 14:33:39 +11:00
commit b8e7ce7165
105 changed files with 1117 additions and 1117 deletions

View file

@ -49,7 +49,7 @@ int ClipToPlane(polygon_t *pin, plane_t *pplane, polygon_t *pout)
pinvert = pin->verts;
poutvert = pout->verts;
curdot = DotProduct(pinvert, &amppplane->normal);
curdot = DotProduct(pinvert, &pplane->normal);
curin = (curdot >= pplane->distance);
for (i=0 ; i<pin->numverts ; i++)
@ -60,7 +60,7 @@ int ClipToPlane(polygon_t *pin, plane_t *pplane, polygon_t *pout)
if (curin)
*poutvert++ = *pinvert;
nextdot = DotProduct(&amppin->verts[nextvert], &amppplane->normal);
nextdot = DotProduct(&pin->verts[nextvert], &pplane->normal);
nextin = (nextdot >= pplane->distance);
// Add a clipped vertex if one end of the current edge is
@ -150,7 +150,7 @@ void ZSortObjects(void)
convexobject_t *pobject;
point_t dist;
objecthead.pnext = &ampobjecthead;
objecthead.pnext = &objecthead;
for (i=0 ; i<numobjects ; i++)
{
for (j=0 ; j<3 ; j++)
@ -158,14 +158,14 @@ void ZSortObjects(void)
objects[i].vdist = sqrt(dist.v[0] * dist.v[0] +
dist.v[1] * dist.v[1] +
dist.v[2] * dist.v[2]);
pobject = &ampobjecthead;
pobject = &objecthead;
vdist = objects[i].vdist;
// Viewspace-distance-sort this object into the others.
// Guaranteed to terminate because of sentinel
while (vdist < pobject->pnext->vdist)
pobject = pobject->pnext;
objects[i].pnext = pobject->pnext;
pobject->pnext = &ampobjects[i];
pobject->pnext = &objects[i];
}
}
@ -179,9 +179,9 @@ void UpdateViewPos()
// Move in the view direction, across the x-y plane, as if
// walking. This approach moves slower when looking up or
// down at more of an angle
motionvec.v[0] = DotProduct(&ampvpn, &ampxaxis);
motionvec.v[0] = DotProduct(&vpn, &xaxis);
motionvec.v[1] = 0.0;
motionvec.v[2] = DotProduct(&ampvpn, &ampzaxis);
motionvec.v[2] = DotProduct(&vpn, &zaxis);
for (i=0 ; i<3 ; i++)
{
currentpos.v[i] += motionvec.v[i] * currentspeed;
@ -255,9 +255,9 @@ void TransformPoint(point_t *pin, point_t *pout)
for (i=0 ; i<3 ; i++)
tvert.v[i] = pin->v[i] - currentpos.v[i];
// Rotate into the view orientation
pout->v[0] = DotProduct(&amptvert, &ampvright);
pout->v[1] = DotProduct(&amptvert, &ampvup);
pout->v[2] = DotProduct(&amptvert, &ampvpn);
pout->v[0] = DotProduct(&tvert, &vright);
pout->v[1] = DotProduct(&tvert, &vup);
pout->v[2] = DotProduct(&tvert, &vpn);
}
// Transform a polygon from worldspace to viewspace.
@ -266,7 +266,7 @@ void TransformPolygon(polygon_t *pinpoly, polygon_t *poutpoly)
int i;
for (i=0 ; i<pinpoly->numverts ; i++)
TransformPoint(&amppinpoly->verts[i], &amppoutpoly->verts[i]);
TransformPoint(&pinpoly->verts[i], &poutpoly->verts[i]);
poutpoly->color = pinpoly->color;
poutpoly->numverts = pinpoly->numverts;
}
@ -284,8 +284,8 @@ int PolyFacesViewer(polygon_t *ppoly)
edge1.v[i] = ppoly->verts[0].v[i] - ppoly->verts[1].v[i];
edge2.v[i] = ppoly->verts[2].v[i] - ppoly->verts[1].v[i];
}
CrossProduct(&ampedge1, &ampedge2, &ampnormal);
if (DotProduct(&ampviewvec, &ampnormal) > 0)
CrossProduct(&edge1, &edge2, &normal);
if (DotProduct(&viewvec, &normal) > 0)
return 1;
else
return 0;
@ -296,8 +296,8 @@ void SetWorldspaceClipPlane(point_t *normal, plane_t *plane)
{
// Rotate the plane normal into worldspace
BackRotateVector(normal, &ampplane->normal);
plane->distance = DotProduct(&ampcurrentpos, &ampplane->normal) +
BackRotateVector(normal, &plane->normal);
plane->distance = DotProduct(&currentpos, &plane->normal) +
CLIP_PLANE_EPSILON;
}
@ -314,10 +314,10 @@ void SetUpFrustum(void)
normal.v[0] = s;
normal.v[1] = 0;
normal.v[2] = c;
SetWorldspaceClipPlane(&ampnormal, &ampfrustumplanes[0]);
SetWorldspaceClipPlane(&normal, &frustumplanes[0]);
// Right clip plane
normal.v[0] = -s;
SetWorldspaceClipPlane(&ampnormal, &ampfrustumplanes[1]);
SetWorldspaceClipPlane(&normal, &frustumplanes[1]);
angle = atan(2.0 / fieldofview * maxscale / yscreenscale);
s = sin(angle);
c = cos(angle);
@ -325,10 +325,10 @@ void SetUpFrustum(void)
normal.v[0] = 0;
normal.v[1] = s;
normal.v[2] = c;
SetWorldspaceClipPlane(&ampnormal, &ampfrustumplanes[2]);
SetWorldspaceClipPlane(&normal, &frustumplanes[2]);
// Top clip plane
normal.v[1] = -s;
SetWorldspaceClipPlane(&ampnormal, &ampfrustumplanes[3]);
SetWorldspaceClipPlane(&normal, &frustumplanes[3]);
}
// Clip a polygon to the frustum.
@ -342,14 +342,14 @@ int ClipToFrustum(polygon_t *pin, polygon_t *pout)
for (i=0 ; i<(NUM_FRUSTUM_PLANES-1); i++)
{
if (!ClipToPlane(ppoly,
&ampfrustumplanes[i],
&amptpoly[curpoly]))
&frustumplanes[i],
&tpoly[curpoly]))
return 0;
ppoly = &amptpoly[curpoly];
ppoly = &tpoly[curpoly];
curpoly ^= 1;
}
return ClipToPlane(ppoly,
&ampfrustumplanes[NUM_FRUSTUM_PLANES-1],
&frustumplanes[NUM_FRUSTUM_PLANES-1],
pout);
}
@ -370,7 +370,7 @@ void UpdateWorld()
ZSortObjects();
// Draw all visible faces in all objects
pobject = objecthead.pnext;
while (pobject != &ampobjecthead)
while (pobject != &objecthead)
{
ppoly = pobject->ppoly;
for (i=0 ; i<pobject->numpolys ; i++)
@ -384,13 +384,13 @@ void UpdateWorld()
tpoly0.verts[j].v[k] = ppoly->verts[j].v[k] +
pobject->center.v[k];
}
if (PolyFacesViewer(&amptpoly0))
if (PolyFacesViewer(&tpoly0))
{
if (ClipToFrustum(&amptpoly0, &amptpoly1))
if (ClipToFrustum(&tpoly0, &tpoly1))
{
TransformPolygon (&amptpoly1, &amptpoly2);
ProjectPolygon (&amptpoly2, &ampscreenpoly);
FillPolygon2D (&ampscreenpoly);
TransformPolygon (&tpoly1, &tpoly2);
ProjectPolygon (&tpoly2, &screenpoly);
FillPolygon2D (&screenpoly);
}
}
ppoly++;