LINES!!
thats a great article...but it''s in pascal..
thats fine, (i think i can manage to translate), but what is the C++ equivelent of the := operator?
I have a fealing it''s += but i''m not sure.
thanks.
thats fine, (i think i can manage to translate), but what is the C++ equivelent of the := operator?
I have a fealing it''s += but i''m not sure.
thanks.
Found this great thing on the Internet called Google. Took 2 tenths of a second to use and gave over 5000 results back. Here is the first page.
Make it work, then
make it fast.
"I’m happy to share what I can, because I’m in it for the love of programming. The Ferraris are just gravy, honest!" --John Carmack: Forward to Graphics Programming Black Book
quote:Google search results
Searched the web for Bresenham algorithm. Results 1 - 10 of about 5,070. Search took 0.19 seconds.
Category: Computers > Programming > ... > Collision Detection > Software
Bresenham''s algorithm
Definition of Bresenham''s algorithm, possibly with links to more information
and implementations. NIST. Bresenham''s algorithm. (algorithm). ...
www.nist.gov/dads/HTML/bresenham.html - 4k - Cached - Similar pages
The Bresenham Line-Drawing Algorithm
... Algorithm. The basic Bresenham algorithm. ... Here is a C++ implementation of
the Bresenham algorithm for line segments in the first octant. void ...
www.cs.helsinki.fi/group/goa/ mallinnus/lines/bresenh.html - 9k - Cached - Similar pages
[PDF]The Ubiquitous Bresenham Algorithm as a Basis for Graphics ...
File Format: PDF/Adobe Acrobat - View as HTML
The Ubiquitous Bresenham Algorithm as a Basis for Graphics Interpolation Processes
Steve Cunningham California State University Stanislaus rsc@csustan.edu ...
www.cs.csustan.edu/~rsc/SDSU/Interpolation.pdf - Similar pages
A simple derivation of Bresenham''s algorithm
A simple derivation of Bresenham''s algorithm. Kenneth H. Carpenter,
EECE KSU. November 4, 1999 / April 4, 2001. Suppose one wishes ...
www.eece.ksu.edu/~khc/classes/636/bresder.html - 6k - Cached - Similar pages
Speeding Up Bresenham''s Algorithm
November/December 1991 (Vol. 11, No. 6). pp.
16-17 Speeding Up Bresenham''s Algorithm. PDF. ...
www.computer.org/cga/cg1991/g6016abs.htm - 9k - 4 Dec 2002 - Cached - Similar pages
681 Development of Bresenham''s Algorithm
681: Development of Bresenham''s Line Drawing Algorithm. Notes: These
code fragments show how optimizing simple line drawing code ...
www.cis.ohio-state.edu/~parent/ classes/681/OLD/Bresenham.html - 6k - Cached - Similar pages
Bresenham''s Algorithm from Both Ends
Performance of Bresenham''s Algorithm drawing simultaneously from
BOTH ends and utilizing the efficiency of a linear framebuffer. ...
www.cs.unc.edu/~hoff/projects/comp235/ bresline/perform2.html - 4k - Cached - Similar pages
Bresenham algorithm
First Previous Index Text. Slide 12 of 12.
mrl.nyu.edu/~dzorin/ug-graphics/ lectures/lecture5/sld012.htm - 3k - Cached - Similar pages
Bresenham modified algorithm - ALL the points
Bresenham modified algorithm which allows to print ALL the points, not only
1 point per axis. ... I suppose you already know the Bresenham''s algorithm. ...
www.ese-metz.fr/~dedu/projects/bresenham/ - 10k - Cached - Similar pages
AcadWiki - Bresenham Algorithm
AcadWiki: HomePage. Bresenham Algorithm. See Digital Line Drawing.
Last edited on 03/14/01. Edit | Info, Valid XHTML 1.0! Valid CSS! ...
xarch.tu-graz.ac.at/autocad/wiki/BresenhamAlgorithm - 9k - Cached - Similar pages
Make it work, then
make it fast.
"I’m happy to share what I can, because I’m in it for the love of programming. The Ferraris are just gravy, honest!" --John Carmack: Forward to Graphics Programming Black Book
ok, this line thing just isn''t working...
It compiles & runs, but it:
1) This is only drawing every other pixel.
2) I can''t be entirely sure it''s drawing the line EXACTALLY where it''s sopposed to be.
here''s the code:
It compiles & runs, but it:
1) This is only drawing every other pixel.
2) I can''t be entirely sure it''s drawing the line EXACTALLY where it''s sopposed to be.
here''s the code:
int DrawLine(int StartX, int StartY, int EndX, int EndY, UINT* Buffer, int Pitch, UINT Color){ int DeltaX = abs(EndX - StartX); int DeltaY = abs(EndY - StartY); int x = StartX; int y = StartY; int IncX1; int IncX2; int IncY1; int IncY2; int Numerator; int Denominator; int NumAdd; int NumPixels; if(EndX >= StartX) // X is increasing. { IncX1 = 1; IncX2 = 2; } else //X is decreasing { IncX1 = -1; IncX2 = -1; } if(EndY >= StartY) //Y is increasing { IncY1 = 1; IncY2 = 1; } else //Y is decreasing { IncY1 = -1; IncY2 = -1; } if(DeltaX > DeltaY) //there are more x-values then y-values { IncX1 = 0; IncY2 = 0; Denominator = DeltaX; Numerator = DeltaX /2; NumAdd = DeltaY; NumPixels = DeltaX; } else //there are more y-values then x-values { IncX2 = 0; IncY1 = 0; Denominator = DeltaY; Numerator = DeltaY/2; NumAdd = DeltaX; NumPixels = DeltaY; } int CurrentPixel; for(CurrentPixel = 0; CurrentPixel <= NumPixels; CurrentPixel++) { PlotPixel32(x,y,Buffer,Color,Pitch); Numerator += NumAdd; if(Numerator >= Denominator) { Numerator -= Denominator; x += IncX1; y += IncY1; } x += IncX2; y += IncY2; } return 1;}
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