Change HTML4 entities to HTML5
< to < > to > & to &
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56a4baa60e
commit
b8e7ce7165
105 changed files with 1117 additions and 1117 deletions
54
67-03.html
54
67-03.html
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@ -102,7 +102,7 @@ int PolyFacesViewer(polygon_t *ppoly, plane_t *pplane)
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viewvec.v[i] = ppoly->verts[0].v[i] - currentpos.v[i];
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// Use an epsilon here so we don’t get polygons tilted so
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// sharply that the gradients are unusable or invalid
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if (DotProduct (&viewvec, &pplane->normal) < -0.01)
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if (DotProduct (&viewvec, &pplane->normal) < -0.01)
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return 1;
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return 0;
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}
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@ -173,7 +173,7 @@ void AddPolygonEdges (plane_t *plane, polygon2D_t *screenpoly)
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}
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// Put the edge on the list to be added on top scan
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pedge = &newedges[topy];
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pedge = &newedges[topy];
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while (pedge->pnext->x < pavailedge->x)
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pedge = pedge->pnext;
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pavailedge->pnext = pedge->pnext;
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@ -188,7 +188,7 @@ void AddPolygonEdges (plane_t *plane, polygon2D_t *screenpoly)
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pavailedge->psurf = pavailsurf;
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// Make sure we don’t overflow the edge array
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if (pavailedge < &edges[MAX_EDGES])
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if (pavailedge < &edges[MAX_EDGES])
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pavailedge++;
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}
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@ -210,7 +210,7 @@ void AddPolygonEdges (plane_t *plane, polygon2D_t *screenpoly)
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ycenter * pavailsurf->zinvstepy;
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// Make sure we don’t overflow the surface array
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if (pavailsurf < &surfs[MAX_SURFS])
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if (pavailsurf < &surfs[MAX_SURFS])
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pavailsurf++;
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}
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@ -229,21 +229,21 @@ void ScanEdges (void)
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// Set up the active edge list as initially empty, containing
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// only the sentinels (which are also the background fill). Most
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// of these fields could be set up just once at start-up
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edgehead.pnext = &edgetail;
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edgehead.pnext = &edgetail;
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edgehead.pprev = NULL;
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edgehead.x = -0xFFFF; // left edge of screen
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edgehead.leading = 1;
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edgehead.psurf = &surfstack;
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edgehead.psurf = &surfstack;
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edgetail.pnext = NULL; // mark edge of list
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edgetail.pprev = &edgehead;
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edgetail.pprev = &edgehead;
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edgetail.x = DIBWidth << 16; // right edge of screen
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edgetail.leading = 0;
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edgetail.psurf = &surfstack;
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edgetail.psurf = &surfstack;
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// The background surface is the entire stack initially, and
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// is infinitely far away, so everything sorts in front of it.
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// This could be set just once at start-up
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surfstack.pnext = surfstack.pprev = &surfstack;
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surfstack.pnext = surfstack.pprev = &surfstack;
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surfstack.color = 0;
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surfstack.zinv00 = -999999.0;
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surfstack.zinvstepx = surfstack.zinvstepy = 0.0;
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@ -251,8 +251,8 @@ void ScanEdges (void)
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fy = (double)y;
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// Sort in any edges that start on this scan
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pedge = newedges[y].pnext;
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pedge2 = &edgehead;
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while (pedge != &maxedge) {
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pedge2 = &edgehead;
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while (pedge != &maxedge) {
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while (pedge->x > pedge2->pnext->x)
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pedge2 = pedge2->pnext;
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ptemp = pedge->pnext;
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@ -297,7 +297,7 @@ void ScanEdges (void)
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pspan->color = psurf2->color;
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// Make sure we don’t overflow
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// the span array
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if (pspan < &spans[MAX_SPANS])
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if (pspan < &spans[MAX_SPANS])
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pspan++;
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}
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psurf->visxstart = x;
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@ -305,7 +305,7 @@ void ScanEdges (void)
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psurf->pnext = psurf2;
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psurf2->pprev = psurf;
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surfstack.pnext = psurf;
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psurf->pprev = &surfstack;
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psurf->pprev = &surfstack;
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} else {
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// Not a new top; sort into the surface stack.
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// Guaranteed to terminate due to sentinel
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@ -338,7 +338,7 @@ void ScanEdges (void)
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pspan->color = psurf->color;
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// Make sure we don’t overflow
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// the span array
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if (pspan < &spans[MAX_SPANS])
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if (pspan < &spans[MAX_SPANS])
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pspan++;
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}
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psurf->pnext->visxstart = x;
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@ -359,7 +359,7 @@ void ScanEdges (void)
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}
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// Step the remaining edges one scan line, and re-sort
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for (pedge=edgehead.pnext ; pedge != &edgetail ; ) {
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for (pedge=edgehead.pnext ; pedge != &edgetail ; ) {
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ptemp = pedge->pnext;
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// Step the edge
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pedge->x += pedge->xstep;
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@ -396,7 +396,7 @@ void ClearEdgeLists(void)
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{
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int i;
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for (i=0 ; i<DIBHeight ; i++) {
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newedges[i].pnext = &maxedge;
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newedges[i].pnext = &maxedge;
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removeedges[i] = NULL;
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}
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}
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@ -422,7 +422,7 @@ void UpdateWorld()
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// Draw all visible faces in all objects
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pobject = objecthead.pnext;
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while (pobject != &objecthead) {
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while (pobject != &objecthead) {
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ppoly = pobject->ppoly;
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for (i=0 ; i<pobject->numpolys ; i++) {
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// Move the polygon relative to the object center
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@ -432,31 +432,31 @@ void UpdateWorld()
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tpoly0.verts[j].v[k] = ppoly[i].verts[j].v[k] +
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pobject->center.v[k];
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}
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if (PolyFacesViewer(&tpoly0, &ppoly[i].plane)) {
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if (ClipToFrustum(&tpoly0, &tpoly1)) {
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if (PolyFacesViewer(&tpoly0, &ppoly[i].plane)) {
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if (ClipToFrustum(&tpoly0, &tpoly1)) {
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currentcolor = ppoly[i].color;
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TransformPolygon (&tpoly1, &tpoly2);
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ProjectPolygon (&tpoly2, &screenpoly);
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TransformPolygon (&tpoly1, &tpoly2);
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ProjectPolygon (&tpoly2, &screenpoly);
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// Move the polygon’s plane into viewspace
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// First move it into worldspace (object relative)
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tnormal = ppoly[i].plane.normal;
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plane.distance = ppoly[i].plane.distance +
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DotProduct (&pobject->center, &tnormal);
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DotProduct (&pobject->center, &tnormal);
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// Now transform it into viewspace
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// Determine the distance from the viewpont
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plane.distance -=
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DotProduct (&currentpos, &tnormal);
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DotProduct (&currentpos, &tnormal);
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// Rotate the normal into view orientation
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plane.normal.v[0] =
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DotProduct (&tnormal, &vright);
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DotProduct (&tnormal, &vright);
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plane.normal.v[1] =
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DotProduct (&tnormal, &vup);
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DotProduct (&tnormal, &vup);
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plane.normal.v[2] =
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DotProduct (&tnormal, &vpn);
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AddPolygonEdges (&plane, &screenpoly);
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DotProduct (&tnormal, &vpn);
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AddPolygonEdges (&plane, &screenpoly);
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}
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}
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}
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