diff --git a/01-01.md b/01-01.md index 7a6f2b1..c74e38d 100644 --- a/01-01.md +++ b/01-01.md @@ -10,12 +10,10 @@ chapter: '01' pages: 004-007 --- -*Part I* {align="center"} --------- +# *Part I* {align="center"} -Chapter 1\ +## Chapter 1\ The Best Optimizer Is between Your Ears {#Heading1} ----------------------------------------- ### The Human Element of Code Optimization {#Heading2} diff --git a/02-01.md b/02-01.md index 4061918..346fb5a 100644 --- a/02-01.md +++ b/02-01.md @@ -10,9 +10,8 @@ chapter: '02' pages: 021-025 --- -Chapter 2\ +## Chapter 2\ A World Apart {#Heading1} --------------- ### The Unique Nature of Assembly Language Optimization {#Heading2} diff --git a/03-01.md b/03-01.md index 841334c..8fb5817 100644 --- a/03-01.md +++ b/03-01.md @@ -10,9 +10,8 @@ chapter: '03' pages: 031-035 --- -Chapter 3\ +## Chapter 3\ Assume Nothing {#Heading1} ---------------- ### Understanding and Using the Zen Timer {#Heading2} diff --git a/04-01.md b/04-01.md index 0ce7db1..330dd46 100644 --- a/04-01.md +++ b/04-01.md @@ -10,9 +10,8 @@ chapter: '04' pages: 075-080 --- -Chapter 4\ +## Chapter 4\ In the Lair of the Cycle-Eaters {#Heading1} --------------------------------- ### How the PC Hardware Devours Code Performance {#Heading2} diff --git a/05-01.md b/05-01.md index 40ec73c..be498fe 100644 --- a/05-01.md +++ b/05-01.md @@ -10,9 +10,8 @@ chapter: '05' pages: 111-115 --- -Chapter 5\ +## Chapter 5\ Crossing the Border {#Heading1} --------------------- ### Searching Files with Restartable Blocks {#Heading2} diff --git a/06-01.md b/06-01.md index f75abf1..326f71f 100644 --- a/06-01.md +++ b/06-01.md @@ -10,9 +10,8 @@ chapter: '06' pages: 125-129 --- -Chapter 6\ +## Chapter 6\ Looking Past Face Value {#Heading1} ------------------------- ### How Machine Instructions May Do More Than You Think {#Heading2} diff --git a/07-01.md b/07-01.md index 436e02d..aeab8f9 100644 --- a/07-01.md +++ b/07-01.md @@ -10,9 +10,8 @@ chapter: '07' pages: 136-139 --- -Chapter 7\ +## Chapter 7\ Local Optimization {#Heading1} -------------------- ### Optimizing Halfway between Algorithms and Cycle Counting {#Heading2} diff --git a/08-01.md b/08-01.md index 3f26c8e..d6a727a 100644 --- a/08-01.md +++ b/08-01.md @@ -10,9 +10,8 @@ chapter: 08 pages: 149-153 --- -Chapter 8\ +## Chapter 8\ Speeding Up C with Assembly Language {#Heading1} -------------------------------------- ### Jumping Languages When You Know It'll Help {#Heading2} diff --git a/09-01.md b/09-01.md index d10928d..e8362a5 100644 --- a/09-01.md +++ b/09-01.md @@ -10,9 +10,8 @@ chapter: 09 pages: 167-172 --- -Chapter 9\ +## Chapter 9\ Hints My Readers Gave Me {#Heading1} -------------------------- ### Optimization Odds and Ends from the Field {#Heading2} diff --git a/10-01.md b/10-01.md index bf8c4af..345b128 100644 --- a/10-01.md +++ b/10-01.md @@ -10,9 +10,8 @@ chapter: '10' pages: 190-193 --- -Chapter 10\ +## Chapter 10\ Patient Coding, Faster Code {#Heading1} ----------------------------- ### How Working Quickly Can Bring Execution to a Crawl {#Heading2} diff --git a/11-01.md b/11-01.md index 3e99973..76fb416 100644 --- a/11-01.md +++ b/11-01.md @@ -10,9 +10,8 @@ chapter: '11' pages: 205-210 --- -Chapter 11\ +## Chapter 11\ Pushing the 286 and 386 {#Heading1} ------------------------- ### New Registers, New Instructions, New Timings, New Complications {#Heading2} diff --git a/12-01.md b/12-01.md index 0a1f6d9..9f36a3f 100644 --- a/12-01.md +++ b/12-01.md @@ -10,9 +10,8 @@ chapter: '12' pages: 233-237 --- -Chapter 12\ +## Chapter 12\ Pushing the 486 {#Heading1} ----------------- ### It's Not Just a Bigger 386 {#Heading2} diff --git a/13-01.md b/13-01.md index 17301fb..b4341f8 100644 --- a/13-01.md +++ b/13-01.md @@ -10,9 +10,8 @@ chapter: '13' pages: 248-251 --- -Chapter 13\ +## Chapter 13\ Aiming the 486 {#Heading1} ---------------- ### Pipelines and Other Hazards of the High End {#Heading2} diff --git a/14-01.md b/14-01.md index c3d1003..e2dbf4c 100644 --- a/14-01.md +++ b/14-01.md @@ -10,9 +10,8 @@ chapter: '14' pages: 260-263 --- -Chapter 14\ +## Chapter 14\ Boyer-Moore String Searching {#Heading1} ------------------------------ ### Optimizing a Pretty Optimum Search Algorithm {#Heading2} diff --git a/15-01.md b/15-01.md index ffa71d3..13edd26 100644 --- a/15-01.md +++ b/15-01.md @@ -10,9 +10,8 @@ chapter: '15' pages: 279-284 --- -Chapter 15\ +## Chapter 15\ Linked Lists and plain Unintended Challenges {#Heading1} ---------------------------------------------- ### Unfamiliar Problems with Familiar Data Structures {#Heading2} diff --git a/16-01.md b/16-01.md index 5da2594..536c411 100644 --- a/16-01.md +++ b/16-01.md @@ -10,9 +10,8 @@ chapter: '16' pages: 295-300 --- -Chapter 16\ +## Chapter 16\ There Ain't No Such Thing as the Fastest Code {#Heading1} ----------------------------------------------- ### Lessons Learned in the Pursuit of the Ultimate Word Counter {#Heading2} diff --git a/17-01.md b/17-01.md index 591e98e..4a05784 100644 --- a/17-01.md +++ b/17-01.md @@ -10,9 +10,8 @@ chapter: '17' pages: 322-325 --- -Chapter 17\ +## Chapter 17\ The Game of Life {#Heading1} ------------------ ### The Triumph of Algorithmic Optimization in a Cellular Automata Game {#Heading2} diff --git a/18-01.md b/18-01.md index b925aa4..8671662 100644 --- a/18-01.md +++ b/18-01.md @@ -10,9 +10,8 @@ chapter: '18' pages: 347-351 --- -Chapter 18\ +## Chapter 18\ It's a plain Wonderful Life {#Heading1} ----------------------------- ### Optimization beyond the Pale {#Heading2} diff --git a/19-01.md b/19-01.md index 3949581..3ca3401 100644 --- a/19-01.md +++ b/19-01.md @@ -10,9 +10,8 @@ chapter: '19' pages: 369-373 --- -Chapter 19\ +## Chapter 19\ Pentium: Not the Same Old Song {#Heading1} -------------------------------- ### Learning a Whole Different Set of Optimization Rules {#Heading2} diff --git a/20-01.md b/20-01.md index 4012022..2ee0638 100644 --- a/20-01.md +++ b/20-01.md @@ -10,9 +10,8 @@ chapter: '20' pages: 381-386 --- -Chapter 20\ +## Chapter 20\ Pentium Rules {#Heading1} --------------- ### How Your Carbon-Based Optimizer Can Put the "Super" in Superscalar {#Heading2} diff --git a/21-01.md b/21-01.md index bc5d1f7..994f4bc 100644 --- a/21-01.md +++ b/21-01.md @@ -10,9 +10,8 @@ chapter: '21' pages: 397-402 --- -Chapter 21\ +## Chapter 21\ Unleashing the Pentium's V-Pipe {#Heading1} --------------------------------- ### Focusing on Keeping Both Pentium Pipes Full {#Heading2} diff --git a/22-01.md b/22-01.md index cc9f3da..52916c5 100644 --- a/22-01.md +++ b/22-01.md @@ -10,9 +10,8 @@ chapter: '22' pages: 413-417 --- -Chapter 22\ +## Chapter 22\ Zenning and the Flexible Mind {#Heading1} ------------------------------- ### Taking a Spin through What You've Learned {#Heading2} diff --git a/23-01.md b/23-01.md index 3714bc2..d626bd0 100644 --- a/23-01.md +++ b/23-01.md @@ -10,12 +10,10 @@ chapter: '23' pages: 423-427 --- -*Part II* {align="center"} ---------- +# *Part II* {align="center"} -Chapter 23\ +## Chapter 23\ Bones and Sinew {#Heading1} ----------------- ### At the Very Heart of Standard PC Graphics {#Heading2} diff --git a/24-01.md b/24-01.md index a4b7805..6ac6995 100644 --- a/24-01.md +++ b/24-01.md @@ -10,9 +10,8 @@ chapter: '24' pages: 449-453 --- -Chapter 24\ +## Chapter 24\ Parallel Processing with the VGA {#Heading1} ---------------------------------- ### Taking on Graphics Memory Four Bytes at a Time {#Heading2} diff --git a/25-01.md b/25-01.md index 7e97916..d14be2e 100644 --- a/25-01.md +++ b/25-01.md @@ -10,9 +10,8 @@ chapter: '25' pages: 461-466 --- -Chapter 25\ +## Chapter 25\ VGA Data Machinery {#Heading1} -------------------- ### The Barrel Shifter, Bit Mask, and Set/Reset Mechanisms {#Heading2} diff --git a/26-01.md b/26-01.md index f830138..73a59b2 100644 --- a/26-01.md +++ b/26-01.md @@ -10,9 +10,8 @@ chapter: '26' pages: 481-484 --- -Chapter 26\ +## Chapter 26\ VGA Write Mode 3 {#Heading1} ------------------ ### The Write Mode That Grows on You {#Heading2} diff --git a/27-01.md b/27-01.md index 370d8fd..233767c 100644 --- a/27-01.md +++ b/27-01.md @@ -10,9 +10,8 @@ chapter: '27' pages: 499-504 --- -Chapter 27\ +## Chapter 27\ Yet Another VGA Write Mode {#Heading1} ---------------------------- ### Write Mode 2, Chunky Bitmaps,and Text-Graphics Coexistence {#Heading2} diff --git a/28-01.md b/28-01.md index 931ccdd..2cd6e9f 100644 --- a/28-01.md +++ b/28-01.md @@ -10,9 +10,8 @@ chapter: '28' pages: 523-526 --- -Chapter 28\ +## Chapter 28\ Reading VGA Memory {#Heading1} -------------------- ### Read Modes 0 and 1, and the Color Don't Care Register {#Heading2} diff --git a/29-01.md b/29-01.md index efce246..144cfcc 100644 --- a/29-01.md +++ b/29-01.md @@ -10,9 +10,8 @@ chapter: '29' pages: 539-545 --- -Chapter 29\ +## Chapter 29\ Saving Screens and Other VGA Mysteries {#Heading1} ---------------------------------------- ### Useful Nuggets from the VGA Zen File {#Heading2} diff --git a/30-01.md b/30-01.md index 2506411..7fcd52d 100644 --- a/30-01.md +++ b/30-01.md @@ -10,9 +10,8 @@ chapter: '30' pages: 561-566 --- -Chapter 30\ +## Chapter 30\ Video Est Omnis Divisa {#Heading1} ------------------------ ### The Joys and Galling Problems of Using Split Screens on the EGA and VGA {#Heading2} diff --git a/31-01.md b/31-01.md index eff4113..8243074 100644 --- a/31-01.md +++ b/31-01.md @@ -10,9 +10,8 @@ chapter: '31' pages: 587-591 --- -Chapter 31\ +## Chapter 31\ Higher 256-Color Resolution on the VGA {#Heading1} ---------------------------------------- ### When Is 320x200 Really 320x400? {#Heading2} diff --git a/32-01.md b/32-01.md index 7ae966b..5a61156 100644 --- a/32-01.md +++ b/32-01.md @@ -10,9 +10,8 @@ chapter: '32' pages: 607-611 --- -Chapter 32\ +## Chapter 32\ Be It Resolved: 360x480 {#Heading1} ------------------------- ### Taking 256-Color Modes About as Far as the Standard VGA Can Take Them {#Heading2} diff --git a/33-01.md b/33-01.md index c7ea8ea..5cfb4fb 100644 --- a/33-01.md +++ b/33-01.md @@ -10,9 +10,8 @@ chapter: '33' pages: 623-628 --- -Chapter 33\ +## Chapter 33\ Yogi Bear and Eurythmics Confront VGA Colors {#Heading1} ---------------------------------------------- ### The Basics of VGA Color Generation {#Heading2} diff --git a/34-01.md b/34-01.md index 1a34c70..0fe6fd2 100644 --- a/34-01.md +++ b/34-01.md @@ -10,9 +10,8 @@ chapter: '34' pages: 637-641 --- -Chapter 34\ +## Chapter 34\ Changing Colors without Writing Pixels {#Heading1} ---------------------------------------- ### Special Effects through Realtime Manipulation of DAC Colors {#Heading2} diff --git a/35-01.md b/35-01.md index 4ed450e..0c784f7 100644 --- a/35-01.md +++ b/35-01.md @@ -10,9 +10,8 @@ chapter: '35' pages: 653-658 --- -Chapter 35\ +## Chapter 35\ Bresenham Is Fast, and Fast Is Good {#Heading1} ------------------------------------- ### Implementing and Optimizing Bresenham's Line-Drawing Algorithm {#Heading2} diff --git a/36-01.md b/36-01.md index a2035d4..9b32c9b 100644 --- a/36-01.md +++ b/36-01.md @@ -10,9 +10,8 @@ chapter: '36' pages: 679-683 --- -Chapter 36\ +## Chapter 36\ The Good, the Bad, and the Run-Sliced {#Heading1} --------------------------------------- ### Faster Bresenham Lines with Run-Length Slice Line Drawing {#Heading2} diff --git a/37-01.md b/37-01.md index 3535daa..6d50149 100644 --- a/37-01.md +++ b/37-01.md @@ -10,9 +10,8 @@ chapter: '37' pages: 695-704 --- -Chapter 37\ +## Chapter 37\ Dead Cats and Lightning Lines {#Heading1} ------------------------------- ### Optimizing Run-Length Slice Line Drawing in a Major Way {#Heading2} diff --git a/38-01.md b/38-01.md index 2bc096d..d616ab8 100644 --- a/38-01.md +++ b/38-01.md @@ -10,9 +10,8 @@ chapter: '38' pages: 707-712 --- -Chapter 38\ +## Chapter 38\ The Polygon Primeval {#Heading1} ---------------------- ### Drawing Polygons Efficiently and Quickly {#Heading2} diff --git a/39-01.md b/39-01.md index 11afe27..d240a5c 100644 --- a/39-01.md +++ b/39-01.md @@ -10,9 +10,8 @@ chapter: '39' pages: 723-727 --- -Chapter 39\ +## Chapter 39\ Fast Convex Polygons {#Heading1} ---------------------- ### Filling Polygons in a Hurry {#Heading2} diff --git a/40-01.md b/40-01.md index 39d6630..1dd7390 100644 --- a/40-01.md +++ b/40-01.md @@ -10,9 +10,8 @@ chapter: '40' pages: 739-744 --- -Chapter 40\ +## Chapter 40\ Of Songs, Taxes, and the Simplicity of Complex Polygons {#Heading1} --------------------------------------------------------- ### Dealing with Irregular Polygonal Areas {#Heading2} diff --git a/41-01.md b/41-01.md index 17cfd91..72ee216 100644 --- a/41-01.md +++ b/41-01.md @@ -10,9 +10,8 @@ chapter: '41' pages: 757-761 --- -Chapter 41\ +## Chapter 41\ Those Way-Down Polygon Nomenclature Blues {#Heading1} ------------------------------------------- ### Names Do Matter when You Conceptualize a Data Structure {#Heading2} diff --git a/42-01.md b/42-01.md index 3c5b4d5..655b19d 100644 --- a/42-01.md +++ b/42-01.md @@ -10,9 +10,8 @@ chapter: '42' pages: 773-778 --- -Chapter 42\ +## Chapter 42\ Wu'ed in Haste; Fried, Stewed at Leisure {#Heading1} ------------------------------------------ ### Fast Antialiased Lines Using Wu's Algorithm {#Heading2} diff --git a/43-01.md b/43-01.md index 924b0eb..5c145aa 100644 --- a/43-01.md +++ b/43-01.md @@ -10,9 +10,8 @@ chapter: '43' pages: 793-799 --- -Chapter 43\ +## Chapter 43\ Bit-Plane Animation {#Heading1} --------------------- ### A Simple and Extremely Fast Animation Method for Limited Color {#Heading2} diff --git a/44-01.md b/44-01.md index da1b79f..51d6627 100644 --- a/44-01.md +++ b/44-01.md @@ -10,9 +10,8 @@ chapter: '44' pages: 817-820 --- -Chapter 44\ +## Chapter 44\ Split Screens Save the Page Flipped Day {#Heading1} ----------------------------------------- ### 640x480 Page Flipped Animation in 64K...Almost {#Heading2} diff --git a/45-01.md b/45-01.md index 2dbd8f0..ba1b74d 100644 --- a/45-01.md +++ b/45-01.md @@ -10,9 +10,8 @@ chapter: '45' pages: 839-843 --- -Chapter 45\ +## Chapter 45\ Dog Hair and Dirty Rectangles {#Heading1} ------------------------------- ### Different Angles on Animation {#Heading2} diff --git a/46-01.md b/46-01.md index 0898085..ad06952 100644 --- a/46-01.md +++ b/46-01.md @@ -10,9 +10,8 @@ chapter: '46' pages: 859-862 --- -Chapter 46\ +## Chapter 46\ Who Was that Masked Image? {#Heading1} ---------------------------- ### Optimizing Dirty-Rectangle Animation {#Heading2} diff --git a/47-01.md b/47-01.md index c44c863..b5b1b0f 100644 --- a/47-01.md +++ b/47-01.md @@ -10,9 +10,8 @@ chapter: '47' pages: 875-879 --- -Chapter 47\ +## Chapter 47\ Mode X: 256-Color VGA Magic {#Heading1} ----------------------------- ### Introducing the VGA's Undocumented "Animation-Optimal" Mode {#Heading2} diff --git a/48-01.md b/48-01.md index 9efe75e..de740b1 100644 --- a/48-01.md +++ b/48-01.md @@ -10,9 +10,8 @@ chapter: '48' pages: 895-900 --- -Chapter 48\ +## Chapter 48\ Mode X Marks the Latch {#Heading1} ------------------------ ### The Internals of Animation's Best Video Display Mode {#Heading2} diff --git a/49-01.md b/49-01.md index f0382ef..d426df5 100644 --- a/49-01.md +++ b/49-01.md @@ -10,9 +10,8 @@ chapter: '49' pages: 913-918 --- -Chapter 49\ +## Chapter 49\ Mode X 256-Color Animation {#Heading1} ---------------------------- ### How to Make the VGA Really Get up and Dance {#Heading2} diff --git a/50-01.md b/50-01.md index 5797324..fda87c5 100644 --- a/50-01.md +++ b/50-01.md @@ -10,9 +10,8 @@ chapter: '50' pages: 931-935 --- -Chapter 50\ +## Chapter 50\ Adding a Dimension {#Heading1} -------------------- ### 3-D Animation Using Mode X {#Heading2} diff --git a/51-01.md b/51-01.md index 473be49..ce2089a 100644 --- a/51-01.md +++ b/51-01.md @@ -10,9 +10,8 @@ chapter: '51' pages: 951-955 --- -Chapter 51\ +## Chapter 51\ Sneakers in Space {#Heading1} ------------------- ### Using Backface Removal to Eliminate Hidden Surfaces {#Heading2} diff --git a/52-01.md b/52-01.md index f539799..6698cfc 100644 --- a/52-01.md +++ b/52-01.md @@ -10,9 +10,8 @@ chapter: '52' pages: 969-972 --- -Chapter 52\ +## Chapter 52\ Fast 3-D Animation: Meet X-Sharp {#Heading1} ---------------------------------- ### The First Iteration of a Generalized 3-D Animation Package {#Heading2} diff --git a/53-01.md b/53-01.md index 9d5908c..0eab67e 100644 --- a/53-01.md +++ b/53-01.md @@ -10,9 +10,8 @@ chapter: '53' pages: 989-992 --- -Chapter 53\ +## Chapter 53\ Raw Speed and More {#Heading1} -------------------- ### The Naked Truth About Speed in 3-D Animation {#Heading2} diff --git a/54-01.md b/54-01.md index 60ce634..f62b736 100644 --- a/54-01.md +++ b/54-01.md @@ -10,9 +10,8 @@ chapter: '54' pages: 1005-1008 --- -Chapter 54\ +## Chapter 54\ 3-D Shading {#Heading1} ------------- ### Putting Realistic Surfaces on Animated 3-D Objects {#Heading2} diff --git a/55-01.md b/55-01.md index 9db16d8..063db40 100644 --- a/55-01.md +++ b/55-01.md @@ -10,9 +10,8 @@ chapter: '55' pages: 1031-1035 --- -Chapter 55\ +## Chapter 55\ Color Modeling in 256-Color Mode {#Heading1} ---------------------------------- ### Pondering X-Sharp's Color Model in an RGB State of Mind {#Heading2} diff --git a/56-01.md b/56-01.md index c7015cd..ca3b3b3 100644 --- a/56-01.md +++ b/56-01.md @@ -10,9 +10,8 @@ chapter: '56' pages: 1046-1050 --- -Chapter 56\ +## Chapter 56\ Pooh and the Space Station {#Heading1} ---------------------------- ### Using Fast Texture Mapping to Place Pooh on a Polygon {#Heading2} diff --git a/57-01.md b/57-01.md index 65b4fa9..0ba3019 100644 --- a/57-01.md +++ b/57-01.md @@ -10,9 +10,8 @@ chapter: '57' pages: 1061-1065 --- -Chapter 57\ +## Chapter 57\ 10,000 Freshly Sheared Sheep on the Screen {#Heading1} -------------------------------------------- ### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping {#Heading2} diff --git a/58-01.md b/58-01.md index 0aad4a9..77359c9 100644 --- a/58-01.md +++ b/58-01.md @@ -10,9 +10,8 @@ chapter: '58' pages: 1077-1081 --- -Chapter 58\ +## Chapter 58\ Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare {#Heading1} -------------------------------------------------------------- ### Using the Whole-Brain Approach to Accelerate Texture Mapping {#Heading2} diff --git a/59-01.md b/59-01.md index 88aff0a..fc6bc99 100644 --- a/59-01.md +++ b/59-01.md @@ -10,9 +10,8 @@ chapter: '59' pages: 1095-1099 --- -Chapter 59\ +## Chapter 59\ The Idea of BSP Trees {#Heading1} ----------------------- ### What BSP Trees Are and How to Walk Them {#Heading2} diff --git a/60-01.md b/60-01.md index d53d201..29bde52 100644 --- a/60-01.md +++ b/60-01.md @@ -10,9 +10,8 @@ chapter: '60' pages: 1115-1119 --- -Chapter 60\ +## Chapter 60\ Compiling BSP Trees {#Heading1} --------------------- ### Taking BSP Trees from Concept to Reality {#Heading2} diff --git a/61-01.md b/61-01.md index 66a4334..04d4259 100644 --- a/61-01.md +++ b/61-01.md @@ -10,9 +10,8 @@ chapter: '61' pages: 1131-1135 --- -Chapter 61\ +## Chapter 61\ Frames of Reference {#Heading1} --------------------- ### The Fundamentals of the Math behind 3-D Graphics {#Heading2} diff --git a/62-01.md b/62-01.md index 6d33c8b..e4e8774 100644 --- a/62-01.md +++ b/62-01.md @@ -10,9 +10,8 @@ chapter: '62' pages: 1145-1149 --- -Chapter 62\ +## Chapter 62\ One Story, Two Rules, and a BSP Renderer {#Heading1} ------------------------------------------ ### Taking a Compiled BSP Tree from Logical to Visual Reality {#Heading2} diff --git a/63-01.md b/63-01.md index 35fe796..597a512 100644 --- a/63-01.md +++ b/63-01.md @@ -10,9 +10,8 @@ chapter: '63' pages: 1163-1167 --- -Chapter 63\ +## Chapter 63\ Floating-Point for Real-Time 3-D {#Heading1} ---------------------------------- ### Knowing When to Hurl Conventional Math Wisdom Out the Window {#Heading2} diff --git a/64-01.md b/64-01.md index 4338190..e26976b 100644 --- a/64-01.md +++ b/64-01.md @@ -10,9 +10,8 @@ chapter: '64' pages: 1177-1181 --- -Chapter 64\ +## Chapter 64\ Quake's Visible-Surface Determination {#Heading1} --------------------------------------- ### The Challenge of Separating All Things Seen from All Things Unseen {#Heading2} diff --git a/65-01.md b/65-01.md index 2a6bfd2..0f59b00 100644 --- a/65-01.md +++ b/65-01.md @@ -10,9 +10,8 @@ chapter: '65' pages: 1191-1195 --- -Chapter 65\ +## Chapter 65\ 3-D Clipping and Other Thoughts {#Heading1} --------------------------------- ### Determining What's Inside Your Field of View {#Heading2} diff --git a/66-01.md b/66-01.md index dd33bd2..a6c1ad9 100644 --- a/66-01.md +++ b/66-01.md @@ -10,9 +10,8 @@ chapter: '66' pages: 1209-1213 --- -Chapter 66\ +## Chapter 66\ Quake's Hidden-Surface Removal {#Heading1} -------------------------------- ### Struggling with Z-Order Solutions to the Hidden Surface Problem {#Heading2} diff --git a/67-01.md b/67-01.md index fe1e4c3..33af007 100644 --- a/67-01.md +++ b/67-01.md @@ -10,9 +10,8 @@ chapter: '67' pages: 1223-1227 --- -Chapter 67\ +## Chapter 67\ Sorted Spans in Action {#Heading1} ------------------------ ### Implementing Independent Span Sorting for Rendering without Overdraw {#Heading2} diff --git a/68-01.md b/68-01.md index f8d29ae..de7940a 100644 --- a/68-01.md +++ b/68-01.md @@ -10,9 +10,8 @@ chapter: '68' pages: 1243-1247 --- -Chapter 68\ +## Chapter 68\ Quake's Lighting Model {#Heading1} ------------------------ ### A Radically Different Approach to Lighting Polygons {#Heading2} diff --git a/69-01.md b/69-01.md index 5298eb0..a535679 100644 --- a/69-01.md +++ b/69-01.md @@ -10,9 +10,8 @@ chapter: '69' pages: 1257-1261 --- -Chapter 69\ +## Chapter 69\ Surface Caching and Quake's Triangle Models {#Heading1} --------------------------------------------- ### Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites {#Heading2} diff --git a/70-01.md b/70-01.md index 4512c28..3a2772c 100644 --- a/70-01.md +++ b/70-01.md @@ -10,9 +10,8 @@ chapter: '70' pages: 1273-1277 --- -Chapter 70\ +## Chapter 70\ Quake: A Post-Mortem and a Glimpse into the Future {#Heading1} ---------------------------------------------------- *Why did not any of the children in the first group think of this faster method of going across the room? It is simple. They looked at what they diff --git a/about.md b/about.md index c37ea1c..ed09034 100644 --- a/about.md +++ b/about.md @@ -8,8 +8,7 @@ category: 'Web and Software Development: Game Development,Web and Software Devel Graphics and Multimedia Development' --- -Foreword {#Heading1} --------- +# Foreword {#Heading1} I got my start programming on Apple II computers at school, and almost all of my early work was on the Apple platform. After graduating, it diff --git a/about_author.md b/about_author.md index b236d90..0fe0709 100644 --- a/about_author.md +++ b/about_author.md @@ -8,8 +8,7 @@ category: 'Web and Software Development: Game Development,Web and Software Devel Graphics and Multimedia Development' --- -Acknowledgments {#Heading1} ---------------- +# Acknowledgments {#Heading1} There are many people to thank—because this book was written over many years, in many different settings, an unusually large number of people diff --git a/appendix-a.md b/appendix-a.md index 8fc11ff..f5cbc6a 100644 --- a/appendix-a.md +++ b/appendix-a.md @@ -8,8 +8,7 @@ category: 'Web and Software Development: Game Development,Web and Software Devel Graphics and Multimedia Development' --- -Afterword {#Heading1} ---------- +# Afterword {#Heading1} If you've followed me this far, you might agree that we've come through some rough country. Still, I'm of the opinion that hard-won knowledge is diff --git a/book-index.md b/book-index.md index 2b49cd4..a1d01ad 100644 --- a/book-index.md +++ b/book-index.md @@ -8,8 +8,7 @@ category: 'Web and Software Development: Game Development,Web and Software Devel Graphics and Multimedia Development' --- -Index {#Heading1} ------ +# Index {#Heading1} **Numbers** diff --git a/index.md b/index.md index 94a1dfc..59c185e 100644 --- a/index.md +++ b/index.md @@ -10,8 +10,7 @@ chapter: '0' pages: '0' --- -Michael Abrash's Graphics Programming Black Book Special Edition ----------------------------------------------------------------- +# Michael Abrash's Graphics Programming Black Book Special Edition 1. [Introduction](intro.html) 2. [Foreword](about.html) diff --git a/intro.md b/intro.md index b855db3..ef60d6c 100644 --- a/intro.md +++ b/intro.md @@ -8,8 +8,7 @@ category: 'Web and Software Development: Game Development,Web and Software Devel Graphics and Multimedia Development' --- -Introduction {#Heading1} ------------- +# Introduction {#Heading1} What was it like working with John Carmack on Quake? Like being strapped onto a rocket during takeoff—in the middle of a hurricane. It seemed