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=63//-->
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</PRE>
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<H3><A NAME="Heading8"></A><FONT COLOR="#000077">The Cross Product</FONT></H3>
<H3><A NAME="Heading8"></A>The Cross Product</H3>
<P>When last we looked at the cross product, we found that it&rsquo;s handy for generating a vector that&rsquo;s normal to two other vectors. The cross product is calculated as [u<SUB>2</SUB>v<SUB>3</SUB>-u<SUB>3</SUB>v<SUB>2</SUB> u<SUB>3</SUB>v<SUB>1</SUB>-u<SUB>1</SUB>v<SUB>3</SUB> u<SUB>1</SUB>v<SUB>2</SUB>-u<SUB>2</SUB>v<SUB>1</SUB>]. The theoretical minimum cycle count for the cross product is 21 cycles. Listing 63.4 shows a straightforward implementation that calculates each component of the result separately, losing 15 cycles to stalls.</P>
<P><B>Listing 63.4 L63-4.ASM</B></P>
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</PRE>
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<H3><A NAME="Heading9"></A><FONT COLOR="#000077">Transformation</FONT></H3>
<H3><A NAME="Heading9"></A>Transformation</H3>
<P>Transforming a point, for example from worldspace to viewspace, is one of the most heavily used FP operations in realtime 3-D. Conceptually, transformation is nothing more than three dot products and three additions, as I will discuss in Chapter 61. (Note that I&rsquo;m talking about a subset of a general 4x4 transformation matrix, where the fourth row is always implicitly [0 0 0 1]. This limited form suffices for common transformations, and does 25 percent less work than a full 4x4 transformation.)
</P>
<P>Transformation is calculated as:</P>
@ -178,7 +178,7 @@ v<SUB>3</SUB> = m<SUB>31</SUB>u<SUB>1</SUB> + m<SUB>32</SUB>u<SUB>2</SUB> + m<SU
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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
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