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 Bresenham's Line and Circle Algorithms
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Could someone explain the program line: d = (2 * deltay) - deltax
It's under Line Algorithm about in the middle.
Thanks
-Y

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I'm trying to convert this code to c++, and I'm unfamiliar with the pascal operator "shl." What exactly does this do?

Thanks,

Craig

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It's "SHift Left" (i.e. <<)

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http://www.cs.fit.edu/~wds/classes/graphics/Rasterize/bresenham.html

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Could anyone explain me these:
d := 3 - (2 * RADIUS)
d := d + (4 * x) + 6
d := d + 4 * (x - y) + 10
in the Bresenham's Circle Algorithm?
I dont underestand these constants!
Help! :(

Im not english speaking - sorry for bad EN



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Could anyone explain me these:
d := 3 - (2 * RADIUS)
d := d + (4 * x) + 6
d := d + 4 * (x - y) + 10
in the Bresenham's Circle Algorithm?
I dont underestand these constants!
Help! :(

Im not english speaking - sorry for bad EN



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I found it!
For my future friends!: http://www.netnam.vn/unescocourse/computervision/63.htm

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In this web:

http://sites.google.com/site/proyectosroboticos/

you were solving the algorithm of bresenham for 2D, 3D, 4D ... up to(even) 6D.

Bresenham's algorithm does many things, besides lines.

And

you will solve the inverse kinematics from 2 up to 5 degrees of freedom.

Regards.

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All times are ET (US)

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