Il n'y a pas beaucoup d'algos qui le font a l'heure actuelle.
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typedef struct { short x1, y1, z1, // first point x2, y2, z2; // second point T3D_SEGMENT_HDL NextSegment; // Offset of the next segment of the face } Tsegment; typedef struct { T3D_SEGMENT_HDL FirstSegment; // Offset of the first segment of the face T3D_FACE_HDL NextFace; // Offset of the next face of the object T3D_OBJECT_HDL ParentObject; // Offset of the object which has got the face } Tface; typedef struct { short IsVisible, // Indicate if the object is visible or not xC, yC, zC; // Object center T3D_FACE_HDL FirstFace; // Offset of the first face of the object T3D_OBJECT_HDL Father, // Offset of the father object NextBrother, // Offset of the next brother object Child, // Child object offset NextObject; // Offset of the next object of the world } Tobject; typedef struct { short Xeye, Yeye, Zeye, // Position of the camera Leye, Meye, Neye; // Rotation of the camera unsigned short BuffAlloc, // Allocated memory for the buffer (in bytes) BuffUsed; // Really used memory in the buffer (in bytes) HANDLE Hbuffer; // Handle of Pbuffer void *Pbuffer; // Objects, faces and segments of the world T3D_OBJECT_HDL FirstObject; // Offset of the first object of the world } Tworld;