Remove colour attributes from body and strip most of the font tags out

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James Gregory 2013-12-30 13:57:02 +11:00
commit c1f88ddb41
362 changed files with 1632 additions and 1706 deletions

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<!--CHAPTER=40//-->
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<!--UNASSIGNED2//--></HEAD><BODY LINK=#0000FF ALINK=#000099 VLINK=#0000FF BGCOLOR=#FFFFFF>
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<CENTER>
<TABLE BORDER>
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</P>
<P>The set of V-shaped polygons drawn by Listing 40.4 demonstrate that polygons sharing common edges meet but do not overlap. This characteristic, which I discussed at length in Chapter 38, is not a trivial matter; it allows polygons to fit together without fear of overlapping or missed pixels. In general, Listing 40.1 guarantees that polygons are filled such that common boundaries and vertices are drawn once and only once. This has the side-effect for any individual polygon of not drawing pixels that lie exactly on the bottom or right boundaries or at vertices that terminate bottom or right boundaries.</P>
<P>By the way, I have not seen polygon boundary filling handled precisely this way elsewhere. The boundary filling approach in Foley and van Dam is similar, but seems to me to not draw all boundary and vertex pixels once and only once.</P>
<H4 ALIGN="LEFT"><A NAME="Heading6"></A><FONT COLOR="#000077">More on Active Edges</FONT></H4>
<H4 ALIGN="LEFT"><A NAME="Heading6"></A>More on Active Edges</H4>
<P>Edges of zero height&mdash;horizontal edges and edges defined by two vertices at the same location&mdash;never even make it into the GET in Listing 40.1. A polygon edge of zero height can never be an active edge, because it can never intersect a scan line; it can only run along the scan line, and the span it runs along is defined not by that edge but by the edges that connect to its endpoints.
</P>
<H4 ALIGN="LEFT"><A NAME="Heading7"></A><FONT COLOR="#000077">Performance Considerations</FONT></H4>
<H4 ALIGN="LEFT"><A NAME="Heading7"></A>Performance Considerations</H4>
<P>How fast is Listing 40.1? When drawing triangles on a 20-MHz 386, it&rsquo;s less than one-fifth the speed of the fast convex polygon fill code. However, most of that time is spent drawing individual pixels; when Listing 40.2 is replaced with the fast assembly line segment drawing code in Listing 40.5, performance improves by two and one-half times, to about half as fast as the fast convex fill code. Even after conversion to assembly in Listing 40.5, <B>DrawHorizontalLineSeg</B> still takes more than half of the total execution time, and the remaining time is spread out fairly evenly over the various subroutines in Listing 40.1. Consequently, there&rsquo;s no single place in which it&rsquo;s possible to greatly improve performance, and the maximum additional improvement that&rsquo;s possible looks to be a good deal less than two times; for that reason, and because of space limitations, I&rsquo;m not going to convert the rest of the code to assembly. However, when filling a polygon with a great many edges, and especially one with a great many active edges at one time, relatively more time would be spent traversing the linked lists. In such a case, conversion to assembly (which does a very good job with linked list processing) could pay off reasonably well.</P>
<P><B>LISTING 40.5 L40-5.ASM</B></P>
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<hr width="90%" size="1" noshade>
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<font face="Verdana,sans-serif" size="1">Graphics Programming Black Book &copy; 2001 Michael Abrash</font>
Graphics Programming Black Book &copy; 2001 Michael Abrash
</div>
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