Remove colour attributes from body and strip most of the font tags out
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64-01.html
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64-01.html
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<!--CHAPTER=64//-->
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<!--PAGES=1177-1181//-->
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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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</TABLE>
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</CENTER>
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<P><BR></P>
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<H2><A NAME="Heading1"></A><FONT COLOR="#000077">Chapter 64<BR>Quake’s Visible-Surface Determination
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</FONT></H2>
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<H3><A NAME="Heading2"></A><FONT COLOR="#000077">The Challenge of Separating All Things Seen from All Things Unseen</FONT></H3>
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<H2><A NAME="Heading1"></A>Chapter 64<BR>Quake’s Visible-Surface Determination</H2>
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<H3><A NAME="Heading2"></A>The Challenge of Separating All Things Seen from All Things Unseen</H3>
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<P>Years ago, I was working at Video Seven, a now-vanished video adapter manufacturer, helping to develop a VGA clone. The fellow who was designing Video Seven’s VGA chip, Tom Wilson, had worked around the clock for months to make his VGA run as fast as possible, and was confident he had pretty much maxed out its performance. As Tom was putting the finishing touches on his chip design, however, news came fourth-hand that a competitor, Paradise, had juiced up the performance of the clone they were developing by putting in a FIFO.
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</P>
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<P>That was all he knew; there was no information about what sort of FIFO, or how much it helped, or anything else. Nonetheless, Tom, normally an affable, laid-back sort, took on the wide-awake, haunted look of a man with too much caffeine in him and no answers to show for it, as he tried to figure out, from hopelessly thin information, what Paradise had done. Finally, he concluded that Paradise must have put a write FIFO between the system bus and the VGA, so that when the CPU wrote to video memory, the write immediately went into the FIFO, allowing the CPU to keep on processing instead of stalling each time it wrote to display memory.</P>
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<P>Generally, if you find your code getting more complex, you’re fine-tuning a frozen design, and it’s likely you can get more of a speed-up, with less code, by rethinking the design. A really good design should bring with it a moment of immense satisfaction in which everything falls into place, and you’re amazed at how little code is needed and how all the boundary cases just work properly.</P>
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<P>As for how to rethink the design, do it by pursuing whatever ideas occur to you, no matter how off-the-wall they seem. Many of the truly brilliant design ideas I’ve heard of over the years sounded like nonsense at first, because they didn’t fit my preconceived view of the world. Often, such ideas are in fact off-the-wall, but just as the news about Paradise’s chip sparked Tom’s imagination, aggressively pursuing seemingly outlandish ideas can open up new design possibilities for you.</P>
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<P>Case in point: The evolution of Quake’s 3-D graphics engine.</P>
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<H3><A NAME="Heading3"></A><FONT COLOR="#000077">VSD: The Toughest 3-D Challenge of All</FONT></H3>
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<H3><A NAME="Heading3"></A>VSD: The Toughest 3-D Challenge of All</H3>
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<P>I’ve spent most of my waking hours for the last several months working on Quake, id Software’s successor to DOOM, and I suspect I have a few more months to go. The very best things don’t happen easily, nor quickly—but when they happen, all the sweat becomes worthwhile.
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</P>
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<P>In terms of graphics, Quake is to DOOM as DOOM was to its predecessor, Wolfenstein 3-D. Quake adds true, arbitrary 3-D (you can look up and down, lean, and even fall on your side), detailed lighting and shadows, and 3-D monsters and players in place of DOOM’s sprites. Someday I hope to talk about how all that works, but for the here and now I want to talk about what is, in my opinion, the toughest 3-D problem of all: visible surface determination (drawing the proper surface at each pixel), and its close relative, culling (discarding non-visible polygons as quickly as possible, a way of accelerating visible surface determination). In the interests of brevity, I’ll use the abbreviation VSD to mean both visible surface determination and culling from now on.</P>
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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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