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Fix comments

This commit is contained in:
Miloslav Číž 2019-06-28 02:28:24 +02:00
parent cd33748ea2
commit 545ff0d137

View file

@ -497,7 +497,7 @@ typedef struct
vertices. These serve to locate the pixel on a
triangle and interpolate values between it's
three points. Each one goes from 0 to
S3L_FRACTIONS_PER_UNIT (inclidung), but due to
S3L_FRACTIONS_PER_UNIT (including), but due to
rounding error may fall outside this range (you
can use S3L_correctBarycentricCoords to fix this
for the price of some performance). The sum of
@ -2452,7 +2452,7 @@ void _S3L_projectVertex(
result->z = result->z >= S3L_NEAR ? result->z : S3L_NEAR;
/* ^ This firstly prevents zero division in the follwoing z-divide and
secondly "pushes" vertices that are in front of near a little bit forward,
which makes the behave a bit better. If all three vertices end up exactly
which makes them behave a bit better. If all three vertices end up exactly
on NEAR, the triangle will be culled. */
S3L_perspectiveDivide(result,focalLength);
@ -2512,8 +2512,9 @@ void S3L_drawScene(S3L_Scene scene)
{
model = &(scene.models[modelIndex]);
/* TODO: maybe create an option that would use a cache here to not
transform the same point twice? */
/* Some kind of cache could be used in theory to not project perviously
already projected vertices, but after some testing this was abandoned,
no gain was seen. */
_S3L_projectVertex(model,triangleIndex,0,&matFinal,
&transformed0,scene.camera.focalLength);
@ -2546,7 +2547,7 @@ void S3L_drawScene(S3L_Scene scene)
As a simple approximation we sort by the triangle center point,
which is a mean coordinate -- we don't actually have to divide by 3
(or anything), that is unnecessary for sorting! We shift by 2 just
as a fast operation to prevent overflow of the sum ver uint_16t. */
as a fast operation to prevent overflow of the sum over uint_16t. */
S3L_sortArrayLength++;
#endif