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Article #1736

Re: Xlib Clipping Revisited

#1736
From: Court Demas
Date: Fri, 18 Dec 1992 02:11
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Excerpts from netnews.rec.games.programmer: 15-Dec-92 Re: Xlib Clipping
Revisited Michael Duffy@aludra.usc (1997)

> Now what I haven't figured out is how to clip a compiled bitmap say top and
> left or top and right........  Hmmmmm...... this one's probably not possible,
> or would slow the code down so much that you'd lose the advantages of 
> compiling it.

Actually, I am just realizing how silly this whole thing is.  Why clip? 
Just do a trivial accept/reject from the bitmap to the clipping
rectangle.  If it's accepted, jump to the compiled routine.  If not, use
a slower clipped version (you could also have a horizontally-clipped
compiled version which I think should still be really fast).  Most
game's don't clip *that* much, and the overhead of intersecting
rectangles is miniscule..

-court
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Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
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Message-ID: <YfAHBMK00VpHQi=1Uf@andrew.cmu.edu>
Date: Thu, 17 Dec 1992 21:11:36 -0500 
From: Court Demas <court+@CMU.EDU>
Subject: Re: Xlib Clipping Revisited
In-Reply-To: <1gm5q5INN5k9@aludra.usc.edu>
References: <Bz9Fr7.5uy@phage.cshl.org> <1992Dec14.221838.10200@u.washington.edu> <cf=bNLK00Vp=MOqlUB@andrew.cmu.edu>
 <1gm5q5INN5k9@aludra.usc.edu>
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