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

@ -102,7 +102,7 @@ int PolyFacesViewer(polygon_t *ppoly, plane_t *pplane)
viewvec.v[i] = ppoly->verts[0].v[i] - currentpos.v[i];
// Use an epsilon here so we don’t get polygons tilted so
// sharply that the gradients are unusable or invalid
if (DotProduct (&ampviewvec, &amppplane->normal) < -0.01)
if (DotProduct (&viewvec, &pplane->normal) < -0.01)
return 1;
return 0;
}
@ -173,7 +173,7 @@ void AddPolygonEdges (plane_t *plane, polygon2D_t *screenpoly)
}
// Put the edge on the list to be added on top scan
pedge = &ampnewedges[topy];
pedge = &newedges[topy];
while (pedge->pnext->x < pavailedge->x)
pedge = pedge->pnext;
pavailedge->pnext = pedge->pnext;
@ -188,7 +188,7 @@ void AddPolygonEdges (plane_t *plane, polygon2D_t *screenpoly)
pavailedge->psurf = pavailsurf;
// Make sure we don’t overflow the edge array
if (pavailedge < &ampedges[MAX_EDGES])
if (pavailedge < &edges[MAX_EDGES])
pavailedge++;
}
@ -210,7 +210,7 @@ void AddPolygonEdges (plane_t *plane, polygon2D_t *screenpoly)
ycenter * pavailsurf->zinvstepy;
// Make sure we don’t overflow the surface array
if (pavailsurf < &ampsurfs[MAX_SURFS])
if (pavailsurf < &surfs[MAX_SURFS])
pavailsurf++;
}
@ -229,21 +229,21 @@ void ScanEdges (void)
// Set up the active edge list as initially empty, containing
// only the sentinels (which are also the background fill). Most
// of these fields could be set up just once at start-up
edgehead.pnext = &ampedgetail;
edgehead.pnext = &edgetail;
edgehead.pprev = NULL;
edgehead.x = -0xFFFF; // left edge of screen
edgehead.leading = 1;
edgehead.psurf = &ampsurfstack;
edgehead.psurf = &surfstack;
edgetail.pnext = NULL; // mark edge of list
edgetail.pprev = &ampedgehead;
edgetail.pprev = &edgehead;
edgetail.x = DIBWidth << 16; // right edge of screen
edgetail.leading = 0;
edgetail.psurf = &ampsurfstack;
edgetail.psurf = &surfstack;
// The background surface is the entire stack initially, and
// is infinitely far away, so everything sorts in front of it.
// This could be set just once at start-up
surfstack.pnext = surfstack.pprev = &ampsurfstack;
surfstack.pnext = surfstack.pprev = &surfstack;
surfstack.color = 0;
surfstack.zinv00 = -999999.0;
surfstack.zinvstepx = surfstack.zinvstepy = 0.0;
@ -251,8 +251,8 @@ void ScanEdges (void)
fy = (double)y;
// Sort in any edges that start on this scan
pedge = newedges[y].pnext;
pedge2 = &ampedgehead;
while (pedge != &ampmaxedge) {
pedge2 = &edgehead;
while (pedge != &maxedge) {
while (pedge->x > pedge2->pnext->x)
pedge2 = pedge2->pnext;
ptemp = pedge->pnext;
@ -297,7 +297,7 @@ void ScanEdges (void)
pspan->color = psurf2->color;
// Make sure we don’t overflow
// the span array
if (pspan < &ampspans[MAX_SPANS])
if (pspan < &spans[MAX_SPANS])
pspan++;
}
psurf->visxstart = x;
@ -305,7 +305,7 @@ void ScanEdges (void)
psurf->pnext = psurf2;
psurf2->pprev = psurf;
surfstack.pnext = psurf;
psurf->pprev = &ampsurfstack;
psurf->pprev = &surfstack;
} else {
// Not a new top; sort into the surface stack.
// Guaranteed to terminate due to sentinel
@ -338,7 +338,7 @@ void ScanEdges (void)
pspan->color = psurf->color;
// Make sure we don’t overflow
// the span array
if (pspan < &ampspans[MAX_SPANS])
if (pspan < &spans[MAX_SPANS])
pspan++;
}
psurf->pnext->visxstart = x;
@ -359,7 +359,7 @@ void ScanEdges (void)
}
// Step the remaining edges one scan line, and re-sort
for (pedge=edgehead.pnext ; pedge != &ampedgetail ; ) {
for (pedge=edgehead.pnext ; pedge != &edgetail ; ) {
ptemp = pedge->pnext;
// Step the edge
pedge->x += pedge->xstep;
@ -396,7 +396,7 @@ void ClearEdgeLists(void)
{
int i;
for (i=0 ; i<DIBHeight ; i++) {
newedges[i].pnext = &ampmaxedge;
newedges[i].pnext = &maxedge;
removeedges[i] = NULL;
}
}
@ -422,7 +422,7 @@ void UpdateWorld()
// 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++) {
// Move the polygon relative to the object center
@ -432,31 +432,31 @@ void UpdateWorld()
tpoly0.verts[j].v[k] = ppoly[i].verts[j].v[k] +
pobject->center.v[k];
}
if (PolyFacesViewer(&amptpoly0, &ampppoly[i].plane)) {
if (ClipToFrustum(&amptpoly0, &amptpoly1)) {
if (PolyFacesViewer(&tpoly0, &ppoly[i].plane)) {
if (ClipToFrustum(&tpoly0, &tpoly1)) {
currentcolor = ppoly[i].color;
TransformPolygon (&amptpoly1, &amptpoly2);
ProjectPolygon (&amptpoly2, &ampscreenpoly);
TransformPolygon (&tpoly1, &tpoly2);
ProjectPolygon (&tpoly2, &screenpoly);
// Move the polygon’s plane into viewspace
// First move it into worldspace (object relative)
tnormal = ppoly[i].plane.normal;
plane.distance = ppoly[i].plane.distance +
DotProduct (&amppobject->center, &amptnormal);
DotProduct (&pobject->center, &tnormal);
// Now transform it into viewspace
// Determine the distance from the viewpont
plane.distance -=
DotProduct (&ampcurrentpos, &amptnormal);
DotProduct (&currentpos, &tnormal);
// Rotate the normal into view orientation
plane.normal.v[0] =
DotProduct (&amptnormal, &ampvright);
DotProduct (&tnormal, &vright);
plane.normal.v[1] =
DotProduct (&amptnormal, &ampvup);
DotProduct (&tnormal, &vup);
plane.normal.v[2] =
DotProduct (&amptnormal, &ampvpn);
AddPolygonEdges (&ampplane, &ampscreenpoly);
DotProduct (&tnormal, &vpn);
AddPolygonEdges (&plane, &screenpoly);
}
}
}