Remove colour attributes from body and strip most of the font tags out
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362 changed files with 1632 additions and 1706 deletions
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@ -24,7 +24,7 @@
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<!--CHAPTER=56//-->
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<!--PAGES=1053-1059//-->
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<!--UNASSIGNED1//-->
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<!--UNASSIGNED2//--></HEAD><BODY LINK=#0000FF ALINK=#000099 VLINK=#0000FF BGCOLOR=#FFFFFF>
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<!--UNASSIGNED2//--></HEAD><body>
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<CENTER>
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<TABLE BORDER>
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@ -36,7 +36,7 @@
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</TABLE>
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</CENTER>
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<P><BR></P>
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<H3><A NAME="Heading6"></A><FONT COLOR="#000077">Fast Texture Mapping: An Implementation</FONT></H3>
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<H3><A NAME="Heading6"></A>Fast Texture Mapping: An Implementation</H3>
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<P>As you might expect, I’ve implemented DDA texture mapping in X-Sharp, and the changes are reflected in the X-Sharp archive in this chapter’s subdirectory on the listings disk. Listing 56.1 shows the new header file entries, and Listing 56.2 shows the actual texture-mapped polygon drawer. The set-pixel routine that Listing 56.2 calls is a slight modification of the Mode X set-pixel routine from Chapter 47. In addition, INITBALL.C has been modified to create three texture-mapped polygons and define the texture bitmaps, and modifications have been made to allow the user to flip the axis of rotation. You will of course need the complete X-Sharp library to see texture mapping in action, but Listings 56.1 and 56.2 are the actual texture mapping code in its entirety.
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</P>
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<TABLE WIDTH="100%"><TD WIDTH="5%" VALIGN="TOP" ALIGN="LEFT"><IMG SRC="images/i.jpg"><TD WIDTH="95%" VALIGN="TOP" ALIGN="LEFT"><SMALL><I>Here’s a major tip: DDA texture mapping looks best on fast-moving surfaces, where the eye doesn’t have time to pick nits with the shearing and aliasing that’s an inevi table by-product of such a crude approach. Compile DEMO1 from the X-Sharp archive in this chapter’s subdirectory of the listings disk, and run it. The initial display looks okay, but certainly not great, because the rotational speed is so slow. Now press the S key a few times to speed up the rotation and flip between different rotation axes. I think you’ll be amazed at how much better DDA texture mapping looks at high speed. This technique would be great for mapping textures onto hurtling asteroids or jets, but would come up short for slow, finely detailed movements.</I></SMALL>
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@ -362,7 +362,7 @@ void ScanOutLine(EdgeScan * LeftEdge, EdgeScan * RightEdge)
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<hr width="90%" size="1" noshade>
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<div align="center">
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<font face="Verdana,sans-serif" size="1">Graphics Programming Black Book © 2001 Michael Abrash</font>
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Graphics Programming Black Book © 2001 Michael Abrash
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</div>
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<!-- all of the reference materials (books) have the footer and subfoot reveresed -->
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<!-- reference_subfoot = footer -->
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