scene_gap(3alleg4) Allegro manual scene_gap(3alleg4)NAME
scene_gap - Number controlling the scene z-sorting algorithm behaviour. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
extern float scene_gap;
DESCRIPTION
This number (default value = 100.0) controls the behaviour of the z-sorting algorithm. When an edge is very close to another's polygon
plane, there is an interval of uncertainty in which you cannot tell which object is visible (which z is smaller). This is due to cumulative
numerical errors for edges that have undergone a lot of transformations and interpolations.
The default value means that if the 1/z values (in projected space) differ by only 1/100 (one percent), they are considered to be equal and
the x-slopes of the planes are used to find out which plane is getting closer when we move to the right.
Larger values means narrower margins, and increasing the chance of missing true adjacent edges/planes. Smaller values means larger margins,
and increasing the chance of mistaking close polygons for adjacent ones. The value of 100 is close to the optimum. However, the optimum
shifts slightly with resolution, and may be application-dependent. It is here for you to fine-tune.
SEE ALSO create_scene(3alleg4), clear_scene(3alleg4), destroy_scene(3alleg4), render_scene(3alleg4), scene_polygon3d(3alleg4)Allegro version 4.4.2 scene_gap(3alleg4)
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scene_gap(3alleg4) Allegro manual scene_gap(3alleg4)NAME
scene_gap - Number controlling the scene z-sorting algorithm behaviour. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
extern float scene_gap;
DESCRIPTION
This number (default value = 100.0) controls the behaviour of the z-sorting algorithm. When an edge is very close to another's polygon
plane, there is an interval of uncertainty in which you cannot tell which object is visible (which z is smaller). This is due to cumulative
numerical errors for edges that have undergone a lot of transformations and interpolations.
The default value means that if the 1/z values (in projected space) differ by only 1/100 (one percent), they are considered to be equal and
the x-slopes of the planes are used to find out which plane is getting closer when we move to the right.
Larger values means narrower margins, and increasing the chance of missing true adjacent edges/planes. Smaller values means larger margins,
and increasing the chance of mistaking close polygons for adjacent ones. The value of 100 is close to the optimum. However, the optimum
shifts slightly with resolution, and may be application-dependent. It is here for you to fine-tune.
SEE ALSO create_scene(3alleg4), clear_scene(3alleg4), destroy_scene(3alleg4), render_scene(3alleg4), scene_polygon3d(3alleg4)Allegro version 4.4.2 scene_gap(3alleg4)
im new to programming c in unix
this is program written by me i want each and every child to do a seperate work such implement a different sorting algorithm but im not getting the way i wrote as below...plz help me how can i do that
#include<stdio.h>
main()
{
int i;
for(i=0;i<5;i++)... (1 Reply)
i ahve a file like:
*************************************
sree
122132
12321
***********************************
phani
21321
3213214
******************************
dddsds
213213123
23213213
*******************************
i want to sort the file with respect to name how we can do this... (1 Reply)
i have some 1000 files in my dir and i want to find top 100 files and move them to some other location:
below the 2 commands i used, but it is not working
ls -ltr | grep ^- | head -100 | xargs mv destination - _________>not working
ls -ltr | grep ^- | head -100 | xargs mv {}... (3 Replies)
Hi everyone, need your help in sorting and merging two numerical lists
Example:
I have one list 1 2 3 4 5 7 and the other 4 6 8, then the final output should be 1 2 3 4 5 6 7 8
Requesting your kind help in this
Regards,
RB :) (1 Reply)
I have a file that looks some like this:
I need to delete most of the information and sort the rest in such way that I get the following output file
Any help will be greatly appreciated (3 Replies)