Subject:
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Re: Line Thickness and Antialiasing in LdGLite 0.7.3
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Newsgroups:
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lugnet.cad.dev
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Date:
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Fri, 29 Dec 2000 19:01:40 GMT
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Viewed:
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752 times
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In lugnet.cad.dev, Lars C. Hassing writes:
> In lugnet.cad.dev, Don Heyse writes:
> > used with the LdLite parser. I can't think of any reason not to use stricmp
>
> stricmp is slower, though the difference is most likely immeasurable in the big picture.
>
> No, it is more a matter of principle, to know what you are dealing with,
> to be in control of of your data - in stead of not really knowing whether
> it is necessary or not.
> I'll have a look at your problem when I get Linux installed again.
> /Lars
"Premature optimization is the root of all evil".
Especially don't optimize away functionality!
Seriously all stricmp needs to do is pass each character through the toupper()
macro which uses a look-up table.
I've just re-written all the file-handling code for BrickDraw3D so that it
properly handles embedded paths... now it can open Jacob Sbarre Andersen's
models (the goal all this time!)
and after this discussion I'm taking a stab at line thickness! (not trivial
since BrickDraw3D doesn't *require* OpenGL, it's just one of many.)
I have serious problems with all lines being zero-thickness lines (by default)
and merging jaggedly into polygon surfaces.
(Under RayShade all the lines even disappear!)
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Message is in Reply To:
| | Re: Line Thickness and Antialiasing in LdGLite 0.7.3
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| (...) stricmp is slower, though the difference is most likely immeasurable in the big picture. No, it is more a matter of principle, to know what you are dealing with, to be in control of of your data - in stead of not really knowing whether it is (...) (24 years ago, 29-Dec-00, to lugnet.cad.dev)
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