Unify headings

This commit is contained in:
James Gregory 2013-12-31 07:20:10 +11:00
commit 18f5ace919
76 changed files with 78 additions and 156 deletions

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@ -10,12 +10,10 @@ chapter: '01'
pages: 004-007 pages: 004-007
--- ---
*Part I* {align="center"} # *Part I* {align="center"}
--------
Chapter 1\ ## Chapter 1\
The Best Optimizer Is between Your Ears {#Heading1} The Best Optimizer Is between Your Ears {#Heading1}
----------------------------------------
### The Human Element of Code Optimization {#Heading2} ### The Human Element of Code Optimization {#Heading2}

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@ -10,9 +10,8 @@ chapter: '02'
pages: 021-025 pages: 021-025
--- ---
Chapter 2\ ## Chapter 2\
A World Apart {#Heading1} A World Apart {#Heading1}
--------------
### The Unique Nature of Assembly Language Optimization {#Heading2} ### The Unique Nature of Assembly Language Optimization {#Heading2}

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@ -10,9 +10,8 @@ chapter: '03'
pages: 031-035 pages: 031-035
--- ---
Chapter 3\ ## Chapter 3\
Assume Nothing {#Heading1} Assume Nothing {#Heading1}
---------------
### Understanding and Using the Zen Timer {#Heading2} ### Understanding and Using the Zen Timer {#Heading2}

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@ -10,9 +10,8 @@ chapter: '04'
pages: 075-080 pages: 075-080
--- ---
Chapter 4\ ## Chapter 4\
In the Lair of the Cycle-Eaters {#Heading1} In the Lair of the Cycle-Eaters {#Heading1}
--------------------------------
### How the PC Hardware Devours Code Performance {#Heading2} ### How the PC Hardware Devours Code Performance {#Heading2}

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@ -10,9 +10,8 @@ chapter: '05'
pages: 111-115 pages: 111-115
--- ---
Chapter 5\ ## Chapter 5\
Crossing the Border {#Heading1} Crossing the Border {#Heading1}
--------------------
### Searching Files with Restartable Blocks {#Heading2} ### Searching Files with Restartable Blocks {#Heading2}

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@ -10,9 +10,8 @@ chapter: '06'
pages: 125-129 pages: 125-129
--- ---
Chapter 6\ ## Chapter 6\
Looking Past Face Value {#Heading1} Looking Past Face Value {#Heading1}
------------------------
### How Machine Instructions May Do More Than You Think {#Heading2} ### How Machine Instructions May Do More Than You Think {#Heading2}

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@ -10,9 +10,8 @@ chapter: '07'
pages: 136-139 pages: 136-139
--- ---
Chapter 7\ ## Chapter 7\
Local Optimization {#Heading1} Local Optimization {#Heading1}
-------------------
### Optimizing Halfway between Algorithms and Cycle Counting {#Heading2} ### Optimizing Halfway between Algorithms and Cycle Counting {#Heading2}

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@ -10,9 +10,8 @@ chapter: 08
pages: 149-153 pages: 149-153
--- ---
Chapter 8\ ## Chapter 8\
Speeding Up C with Assembly Language {#Heading1} Speeding Up C with Assembly Language {#Heading1}
-------------------------------------
### Jumping Languages When You Know It'll Help {#Heading2} ### Jumping Languages When You Know It'll Help {#Heading2}

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@ -10,9 +10,8 @@ chapter: 09
pages: 167-172 pages: 167-172
--- ---
Chapter 9\ ## Chapter 9\
Hints My Readers Gave Me {#Heading1} Hints My Readers Gave Me {#Heading1}
-------------------------
### Optimization Odds and Ends from the Field {#Heading2} ### Optimization Odds and Ends from the Field {#Heading2}

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@ -10,9 +10,8 @@ chapter: '10'
pages: 190-193 pages: 190-193
--- ---
Chapter 10\ ## Chapter 10\
Patient Coding, Faster Code {#Heading1} Patient Coding, Faster Code {#Heading1}
----------------------------
### How Working Quickly Can Bring Execution to a Crawl {#Heading2} ### How Working Quickly Can Bring Execution to a Crawl {#Heading2}

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@ -10,9 +10,8 @@ chapter: '11'
pages: 205-210 pages: 205-210
--- ---
Chapter 11\ ## Chapter 11\
Pushing the 286 and 386 {#Heading1} Pushing the 286 and 386 {#Heading1}
------------------------
### New Registers, New Instructions, New Timings, New Complications {#Heading2} ### New Registers, New Instructions, New Timings, New Complications {#Heading2}

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@ -10,9 +10,8 @@ chapter: '12'
pages: 233-237 pages: 233-237
--- ---
Chapter 12\ ## Chapter 12\
Pushing the 486 {#Heading1} Pushing the 486 {#Heading1}
----------------
### It's Not Just a Bigger 386 {#Heading2} ### It's Not Just a Bigger 386 {#Heading2}

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@ -10,9 +10,8 @@ chapter: '13'
pages: 248-251 pages: 248-251
--- ---
Chapter 13\ ## Chapter 13\
Aiming the 486 {#Heading1} Aiming the 486 {#Heading1}
---------------
### Pipelines and Other Hazards of the High End {#Heading2} ### Pipelines and Other Hazards of the High End {#Heading2}

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@ -10,9 +10,8 @@ chapter: '14'
pages: 260-263 pages: 260-263
--- ---
Chapter 14\ ## Chapter 14\
Boyer-Moore String Searching {#Heading1} Boyer-Moore String Searching {#Heading1}
-----------------------------
### Optimizing a Pretty Optimum Search Algorithm {#Heading2} ### Optimizing a Pretty Optimum Search Algorithm {#Heading2}

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@ -10,9 +10,8 @@ chapter: '15'
pages: 279-284 pages: 279-284
--- ---
Chapter 15\ ## Chapter 15\
Linked Lists and plain Unintended Challenges {#Heading1} Linked Lists and plain Unintended Challenges {#Heading1}
---------------------------------------------
### Unfamiliar Problems with Familiar Data Structures {#Heading2} ### Unfamiliar Problems with Familiar Data Structures {#Heading2}

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@ -10,9 +10,8 @@ chapter: '16'
pages: 295-300 pages: 295-300
--- ---
Chapter 16\ ## Chapter 16\
There Ain't No Such Thing as the Fastest Code {#Heading1} There Ain't No Such Thing as the Fastest Code {#Heading1}
----------------------------------------------
### Lessons Learned in the Pursuit of the Ultimate Word Counter {#Heading2} ### Lessons Learned in the Pursuit of the Ultimate Word Counter {#Heading2}

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@ -10,9 +10,8 @@ chapter: '17'
pages: 322-325 pages: 322-325
--- ---
Chapter 17\ ## Chapter 17\
The Game of Life {#Heading1} The Game of Life {#Heading1}
-----------------
### The Triumph of Algorithmic Optimization in a Cellular Automata Game {#Heading2} ### The Triumph of Algorithmic Optimization in a Cellular Automata Game {#Heading2}

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@ -10,9 +10,8 @@ chapter: '18'
pages: 347-351 pages: 347-351
--- ---
Chapter 18\ ## Chapter 18\
It's a plain Wonderful Life {#Heading1} It's a plain Wonderful Life {#Heading1}
----------------------------
### Optimization beyond the Pale {#Heading2} ### Optimization beyond the Pale {#Heading2}

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@ -10,9 +10,8 @@ chapter: '19'
pages: 369-373 pages: 369-373
--- ---
Chapter 19\ ## Chapter 19\
Pentium: Not the Same Old Song {#Heading1} Pentium: Not the Same Old Song {#Heading1}
-------------------------------
### Learning a Whole Different Set of Optimization Rules {#Heading2} ### Learning a Whole Different Set of Optimization Rules {#Heading2}

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@ -10,9 +10,8 @@ chapter: '20'
pages: 381-386 pages: 381-386
--- ---
Chapter 20\ ## Chapter 20\
Pentium Rules {#Heading1} Pentium Rules {#Heading1}
--------------
### How Your Carbon-Based Optimizer Can Put the "Super" in Superscalar {#Heading2} ### How Your Carbon-Based Optimizer Can Put the "Super" in Superscalar {#Heading2}

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@ -10,9 +10,8 @@ chapter: '21'
pages: 397-402 pages: 397-402
--- ---
Chapter 21\ ## Chapter 21\
Unleashing the Pentium's V-Pipe {#Heading1} Unleashing the Pentium's V-Pipe {#Heading1}
--------------------------------
### Focusing on Keeping Both Pentium Pipes Full {#Heading2} ### Focusing on Keeping Both Pentium Pipes Full {#Heading2}

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@ -10,9 +10,8 @@ chapter: '22'
pages: 413-417 pages: 413-417
--- ---
Chapter 22\ ## Chapter 22\
Zenning and the Flexible Mind {#Heading1} Zenning and the Flexible Mind {#Heading1}
------------------------------
### Taking a Spin through What You've Learned {#Heading2} ### Taking a Spin through What You've Learned {#Heading2}

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@ -10,12 +10,10 @@ chapter: '23'
pages: 423-427 pages: 423-427
--- ---
*Part II* {align="center"} # *Part II* {align="center"}
---------
Chapter 23\ ## Chapter 23\
Bones and Sinew {#Heading1} Bones and Sinew {#Heading1}
----------------
### At the Very Heart of Standard PC Graphics {#Heading2} ### At the Very Heart of Standard PC Graphics {#Heading2}

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@ -10,9 +10,8 @@ chapter: '24'
pages: 449-453 pages: 449-453
--- ---
Chapter 24\ ## Chapter 24\
Parallel Processing with the VGA {#Heading1} Parallel Processing with the VGA {#Heading1}
---------------------------------
### Taking on Graphics Memory Four Bytes at a Time {#Heading2} ### Taking on Graphics Memory Four Bytes at a Time {#Heading2}

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@ -10,9 +10,8 @@ chapter: '25'
pages: 461-466 pages: 461-466
--- ---
Chapter 25\ ## Chapter 25\
VGA Data Machinery {#Heading1} VGA Data Machinery {#Heading1}
-------------------
### The Barrel Shifter, Bit Mask, and Set/Reset Mechanisms {#Heading2} ### The Barrel Shifter, Bit Mask, and Set/Reset Mechanisms {#Heading2}

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@ -10,9 +10,8 @@ chapter: '26'
pages: 481-484 pages: 481-484
--- ---
Chapter 26\ ## Chapter 26\
VGA Write Mode 3 {#Heading1} VGA Write Mode 3 {#Heading1}
-----------------
### The Write Mode That Grows on You {#Heading2} ### The Write Mode That Grows on You {#Heading2}

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@ -10,9 +10,8 @@ chapter: '27'
pages: 499-504 pages: 499-504
--- ---
Chapter 27\ ## Chapter 27\
Yet Another VGA Write Mode {#Heading1} Yet Another VGA Write Mode {#Heading1}
---------------------------
### Write Mode 2, Chunky Bitmaps,and Text-Graphics Coexistence {#Heading2} ### Write Mode 2, Chunky Bitmaps,and Text-Graphics Coexistence {#Heading2}

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@ -10,9 +10,8 @@ chapter: '28'
pages: 523-526 pages: 523-526
--- ---
Chapter 28\ ## Chapter 28\
Reading VGA Memory {#Heading1} Reading VGA Memory {#Heading1}
-------------------
### Read Modes 0 and 1, and the Color Don't Care Register {#Heading2} ### Read Modes 0 and 1, and the Color Don't Care Register {#Heading2}

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@ -10,9 +10,8 @@ chapter: '29'
pages: 539-545 pages: 539-545
--- ---
Chapter 29\ ## Chapter 29\
Saving Screens and Other VGA Mysteries {#Heading1} Saving Screens and Other VGA Mysteries {#Heading1}
---------------------------------------
### Useful Nuggets from the VGA Zen File {#Heading2} ### Useful Nuggets from the VGA Zen File {#Heading2}

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@ -10,9 +10,8 @@ chapter: '30'
pages: 561-566 pages: 561-566
--- ---
Chapter 30\ ## Chapter 30\
Video Est Omnis Divisa {#Heading1} Video Est Omnis Divisa {#Heading1}
-----------------------
### The Joys and Galling Problems of Using Split Screens on the EGA and VGA {#Heading2} ### The Joys and Galling Problems of Using Split Screens on the EGA and VGA {#Heading2}

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@ -10,9 +10,8 @@ chapter: '31'
pages: 587-591 pages: 587-591
--- ---
Chapter 31\ ## Chapter 31\
Higher 256-Color Resolution on the VGA {#Heading1} Higher 256-Color Resolution on the VGA {#Heading1}
---------------------------------------
### When Is 320x200 Really 320x400? {#Heading2} ### When Is 320x200 Really 320x400? {#Heading2}

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@ -10,9 +10,8 @@ chapter: '32'
pages: 607-611 pages: 607-611
--- ---
Chapter 32\ ## Chapter 32\
Be It Resolved: 360x480 {#Heading1} Be It Resolved: 360x480 {#Heading1}
------------------------
### Taking 256-Color Modes About as Far as the Standard VGA Can Take Them {#Heading2} ### Taking 256-Color Modes About as Far as the Standard VGA Can Take Them {#Heading2}

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@ -10,9 +10,8 @@ chapter: '33'
pages: 623-628 pages: 623-628
--- ---
Chapter 33\ ## Chapter 33\
Yogi Bear and Eurythmics Confront VGA Colors {#Heading1} Yogi Bear and Eurythmics Confront VGA Colors {#Heading1}
---------------------------------------------
### The Basics of VGA Color Generation {#Heading2} ### The Basics of VGA Color Generation {#Heading2}

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@ -10,9 +10,8 @@ chapter: '34'
pages: 637-641 pages: 637-641
--- ---
Chapter 34\ ## Chapter 34\
Changing Colors without Writing Pixels {#Heading1} Changing Colors without Writing Pixels {#Heading1}
---------------------------------------
### Special Effects through Realtime Manipulation of DAC Colors {#Heading2} ### Special Effects through Realtime Manipulation of DAC Colors {#Heading2}

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@ -10,9 +10,8 @@ chapter: '35'
pages: 653-658 pages: 653-658
--- ---
Chapter 35\ ## Chapter 35\
Bresenham Is Fast, and Fast Is Good {#Heading1} Bresenham Is Fast, and Fast Is Good {#Heading1}
------------------------------------
### Implementing and Optimizing Bresenham's Line-Drawing Algorithm {#Heading2} ### Implementing and Optimizing Bresenham's Line-Drawing Algorithm {#Heading2}

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@ -10,9 +10,8 @@ chapter: '36'
pages: 679-683 pages: 679-683
--- ---
Chapter 36\ ## Chapter 36\
The Good, the Bad, and the Run-Sliced {#Heading1} The Good, the Bad, and the Run-Sliced {#Heading1}
--------------------------------------
### Faster Bresenham Lines with Run-Length Slice Line Drawing {#Heading2} ### Faster Bresenham Lines with Run-Length Slice Line Drawing {#Heading2}

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@ -10,9 +10,8 @@ chapter: '37'
pages: 695-704 pages: 695-704
--- ---
Chapter 37\ ## Chapter 37\
Dead Cats and Lightning Lines {#Heading1} Dead Cats and Lightning Lines {#Heading1}
------------------------------
### Optimizing Run-Length Slice Line Drawing in a Major Way {#Heading2} ### Optimizing Run-Length Slice Line Drawing in a Major Way {#Heading2}

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@ -10,9 +10,8 @@ chapter: '38'
pages: 707-712 pages: 707-712
--- ---
Chapter 38\ ## Chapter 38\
The Polygon Primeval {#Heading1} The Polygon Primeval {#Heading1}
---------------------
### Drawing Polygons Efficiently and Quickly {#Heading2} ### Drawing Polygons Efficiently and Quickly {#Heading2}

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@ -10,9 +10,8 @@ chapter: '39'
pages: 723-727 pages: 723-727
--- ---
Chapter 39\ ## Chapter 39\
Fast Convex Polygons {#Heading1} Fast Convex Polygons {#Heading1}
---------------------
### Filling Polygons in a Hurry {#Heading2} ### Filling Polygons in a Hurry {#Heading2}

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@ -10,9 +10,8 @@ chapter: '40'
pages: 739-744 pages: 739-744
--- ---
Chapter 40\ ## Chapter 40\
Of Songs, Taxes, and the Simplicity of Complex Polygons {#Heading1} Of Songs, Taxes, and the Simplicity of Complex Polygons {#Heading1}
--------------------------------------------------------
### Dealing with Irregular Polygonal Areas {#Heading2} ### Dealing with Irregular Polygonal Areas {#Heading2}

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@ -10,9 +10,8 @@ chapter: '41'
pages: 757-761 pages: 757-761
--- ---
Chapter 41\ ## Chapter 41\
Those Way-Down Polygon Nomenclature Blues {#Heading1} Those Way-Down Polygon Nomenclature Blues {#Heading1}
------------------------------------------
### Names Do Matter when You Conceptualize a Data Structure {#Heading2} ### Names Do Matter when You Conceptualize a Data Structure {#Heading2}

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@ -10,9 +10,8 @@ chapter: '42'
pages: 773-778 pages: 773-778
--- ---
Chapter 42\ ## Chapter 42\
Wu'ed in Haste; Fried, Stewed at Leisure {#Heading1} Wu'ed in Haste; Fried, Stewed at Leisure {#Heading1}
-----------------------------------------
### Fast Antialiased Lines Using Wu's Algorithm {#Heading2} ### Fast Antialiased Lines Using Wu's Algorithm {#Heading2}

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@ -10,9 +10,8 @@ chapter: '43'
pages: 793-799 pages: 793-799
--- ---
Chapter 43\ ## Chapter 43\
Bit-Plane Animation {#Heading1} Bit-Plane Animation {#Heading1}
--------------------
### A Simple and Extremely Fast Animation Method for Limited Color {#Heading2} ### A Simple and Extremely Fast Animation Method for Limited Color {#Heading2}

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@ -10,9 +10,8 @@ chapter: '44'
pages: 817-820 pages: 817-820
--- ---
Chapter 44\ ## Chapter 44\
Split Screens Save the Page Flipped Day {#Heading1} Split Screens Save the Page Flipped Day {#Heading1}
----------------------------------------
### 640x480 Page Flipped Animation in 64K...Almost {#Heading2} ### 640x480 Page Flipped Animation in 64K...Almost {#Heading2}

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@ -10,9 +10,8 @@ chapter: '45'
pages: 839-843 pages: 839-843
--- ---
Chapter 45\ ## Chapter 45\
Dog Hair and Dirty Rectangles {#Heading1} Dog Hair and Dirty Rectangles {#Heading1}
------------------------------
### Different Angles on Animation {#Heading2} ### Different Angles on Animation {#Heading2}

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@ -10,9 +10,8 @@ chapter: '46'
pages: 859-862 pages: 859-862
--- ---
Chapter 46\ ## Chapter 46\
Who Was that Masked Image? {#Heading1} Who Was that Masked Image? {#Heading1}
---------------------------
### Optimizing Dirty-Rectangle Animation {#Heading2} ### Optimizing Dirty-Rectangle Animation {#Heading2}

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@ -10,9 +10,8 @@ chapter: '47'
pages: 875-879 pages: 875-879
--- ---
Chapter 47\ ## Chapter 47\
Mode X: 256-Color VGA Magic {#Heading1} Mode X: 256-Color VGA Magic {#Heading1}
----------------------------
### Introducing the VGA's Undocumented "Animation-Optimal" Mode {#Heading2} ### Introducing the VGA's Undocumented "Animation-Optimal" Mode {#Heading2}

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@ -10,9 +10,8 @@ chapter: '48'
pages: 895-900 pages: 895-900
--- ---
Chapter 48\ ## Chapter 48\
Mode X Marks the Latch {#Heading1} Mode X Marks the Latch {#Heading1}
-----------------------
### The Internals of Animation's Best Video Display Mode {#Heading2} ### The Internals of Animation's Best Video Display Mode {#Heading2}

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@ -10,9 +10,8 @@ chapter: '49'
pages: 913-918 pages: 913-918
--- ---
Chapter 49\ ## Chapter 49\
Mode X 256-Color Animation {#Heading1} Mode X 256-Color Animation {#Heading1}
---------------------------
### How to Make the VGA Really Get up and Dance {#Heading2} ### How to Make the VGA Really Get up and Dance {#Heading2}

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@ -10,9 +10,8 @@ chapter: '50'
pages: 931-935 pages: 931-935
--- ---
Chapter 50\ ## Chapter 50\
Adding a Dimension {#Heading1} Adding a Dimension {#Heading1}
-------------------
### 3-D Animation Using Mode X {#Heading2} ### 3-D Animation Using Mode X {#Heading2}

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@ -10,9 +10,8 @@ chapter: '51'
pages: 951-955 pages: 951-955
--- ---
Chapter 51\ ## Chapter 51\
Sneakers in Space {#Heading1} Sneakers in Space {#Heading1}
------------------
### Using Backface Removal to Eliminate Hidden Surfaces {#Heading2} ### Using Backface Removal to Eliminate Hidden Surfaces {#Heading2}

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@ -10,9 +10,8 @@ chapter: '52'
pages: 969-972 pages: 969-972
--- ---
Chapter 52\ ## Chapter 52\
Fast 3-D Animation: Meet X-Sharp {#Heading1} Fast 3-D Animation: Meet X-Sharp {#Heading1}
---------------------------------
### The First Iteration of a Generalized 3-D Animation Package {#Heading2} ### The First Iteration of a Generalized 3-D Animation Package {#Heading2}

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@ -10,9 +10,8 @@ chapter: '53'
pages: 989-992 pages: 989-992
--- ---
Chapter 53\ ## Chapter 53\
Raw Speed and More {#Heading1} Raw Speed and More {#Heading1}
-------------------
### The Naked Truth About Speed in 3-D Animation {#Heading2} ### The Naked Truth About Speed in 3-D Animation {#Heading2}

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@ -10,9 +10,8 @@ chapter: '54'
pages: 1005-1008 pages: 1005-1008
--- ---
Chapter 54\ ## Chapter 54\
3-D Shading {#Heading1} 3-D Shading {#Heading1}
------------
### Putting Realistic Surfaces on Animated 3-D Objects {#Heading2} ### Putting Realistic Surfaces on Animated 3-D Objects {#Heading2}

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@ -10,9 +10,8 @@ chapter: '55'
pages: 1031-1035 pages: 1031-1035
--- ---
Chapter 55\ ## Chapter 55\
Color Modeling in 256-Color Mode {#Heading1} Color Modeling in 256-Color Mode {#Heading1}
---------------------------------
### Pondering X-Sharp's Color Model in an RGB State of Mind {#Heading2} ### Pondering X-Sharp's Color Model in an RGB State of Mind {#Heading2}

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@ -10,9 +10,8 @@ chapter: '56'
pages: 1046-1050 pages: 1046-1050
--- ---
Chapter 56\ ## Chapter 56\
Pooh and the Space Station {#Heading1} Pooh and the Space Station {#Heading1}
---------------------------
### Using Fast Texture Mapping to Place Pooh on a Polygon {#Heading2} ### Using Fast Texture Mapping to Place Pooh on a Polygon {#Heading2}

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@ -10,9 +10,8 @@ chapter: '57'
pages: 1061-1065 pages: 1061-1065
--- ---
Chapter 57\ ## Chapter 57\
10,000 Freshly Sheared Sheep on the Screen {#Heading1} 10,000 Freshly Sheared Sheep on the Screen {#Heading1}
-------------------------------------------
### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping {#Heading2} ### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping {#Heading2}

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@ -10,9 +10,8 @@ chapter: '58'
pages: 1077-1081 pages: 1077-1081
--- ---
Chapter 58\ ## Chapter 58\
Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare {#Heading1} Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare {#Heading1}
-------------------------------------------------------------
### Using the Whole-Brain Approach to Accelerate Texture Mapping {#Heading2} ### Using the Whole-Brain Approach to Accelerate Texture Mapping {#Heading2}

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@ -10,9 +10,8 @@ chapter: '59'
pages: 1095-1099 pages: 1095-1099
--- ---
Chapter 59\ ## Chapter 59\
The Idea of BSP Trees {#Heading1} The Idea of BSP Trees {#Heading1}
----------------------
### What BSP Trees Are and How to Walk Them {#Heading2} ### What BSP Trees Are and How to Walk Them {#Heading2}

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@ -10,9 +10,8 @@ chapter: '60'
pages: 1115-1119 pages: 1115-1119
--- ---
Chapter 60\ ## Chapter 60\
Compiling BSP Trees {#Heading1} Compiling BSP Trees {#Heading1}
--------------------
### Taking BSP Trees from Concept to Reality {#Heading2} ### Taking BSP Trees from Concept to Reality {#Heading2}

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@ -10,9 +10,8 @@ chapter: '61'
pages: 1131-1135 pages: 1131-1135
--- ---
Chapter 61\ ## Chapter 61\
Frames of Reference {#Heading1} Frames of Reference {#Heading1}
--------------------
### The Fundamentals of the Math behind 3-D Graphics {#Heading2} ### The Fundamentals of the Math behind 3-D Graphics {#Heading2}

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@ -10,9 +10,8 @@ chapter: '62'
pages: 1145-1149 pages: 1145-1149
--- ---
Chapter 62\ ## Chapter 62\
One Story, Two Rules, and a BSP Renderer {#Heading1} One Story, Two Rules, and a BSP Renderer {#Heading1}
-----------------------------------------
### Taking a Compiled BSP Tree from Logical to Visual Reality {#Heading2} ### Taking a Compiled BSP Tree from Logical to Visual Reality {#Heading2}

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@ -10,9 +10,8 @@ chapter: '63'
pages: 1163-1167 pages: 1163-1167
--- ---
Chapter 63\ ## Chapter 63\
Floating-Point for Real-Time 3-D {#Heading1} Floating-Point for Real-Time 3-D {#Heading1}
---------------------------------
### Knowing When to Hurl Conventional Math Wisdom Out the Window {#Heading2} ### Knowing When to Hurl Conventional Math Wisdom Out the Window {#Heading2}

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@ -10,9 +10,8 @@ chapter: '64'
pages: 1177-1181 pages: 1177-1181
--- ---
Chapter 64\ ## Chapter 64\
Quake's Visible-Surface Determination {#Heading1} Quake's Visible-Surface Determination {#Heading1}
--------------------------------------
### The Challenge of Separating All Things Seen from All Things Unseen {#Heading2} ### The Challenge of Separating All Things Seen from All Things Unseen {#Heading2}

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@ -10,9 +10,8 @@ chapter: '65'
pages: 1191-1195 pages: 1191-1195
--- ---
Chapter 65\ ## Chapter 65\
3-D Clipping and Other Thoughts {#Heading1} 3-D Clipping and Other Thoughts {#Heading1}
--------------------------------
### Determining What's Inside Your Field of View {#Heading2} ### Determining What's Inside Your Field of View {#Heading2}

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@ -10,9 +10,8 @@ chapter: '66'
pages: 1209-1213 pages: 1209-1213
--- ---
Chapter 66\ ## Chapter 66\
Quake's Hidden-Surface Removal {#Heading1} Quake's Hidden-Surface Removal {#Heading1}
-------------------------------
### Struggling with Z-Order Solutions to the Hidden Surface Problem {#Heading2} ### Struggling with Z-Order Solutions to the Hidden Surface Problem {#Heading2}

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@ -10,9 +10,8 @@ chapter: '67'
pages: 1223-1227 pages: 1223-1227
--- ---
Chapter 67\ ## Chapter 67\
Sorted Spans in Action {#Heading1} Sorted Spans in Action {#Heading1}
-----------------------
### Implementing Independent Span Sorting for Rendering without Overdraw {#Heading2} ### Implementing Independent Span Sorting for Rendering without Overdraw {#Heading2}

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@ -10,9 +10,8 @@ chapter: '68'
pages: 1243-1247 pages: 1243-1247
--- ---
Chapter 68\ ## Chapter 68\
Quake's Lighting Model {#Heading1} Quake's Lighting Model {#Heading1}
-----------------------
### A Radically Different Approach to Lighting Polygons {#Heading2} ### A Radically Different Approach to Lighting Polygons {#Heading2}

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@ -10,9 +10,8 @@ chapter: '69'
pages: 1257-1261 pages: 1257-1261
--- ---
Chapter 69\ ## Chapter 69\
Surface Caching and Quake's Triangle Models {#Heading1} Surface Caching and Quake's Triangle Models {#Heading1}
--------------------------------------------
### Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites {#Heading2} ### Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites {#Heading2}

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@ -10,9 +10,8 @@ chapter: '70'
pages: 1273-1277 pages: 1273-1277
--- ---
Chapter 70\ ## Chapter 70\
Quake: A Post-Mortem and a Glimpse into the Future {#Heading1} 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 *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 method of going across the room? It is simple. They looked at what they

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Graphics and Multimedia Development' Graphics and Multimedia Development'
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Foreword {#Heading1} # Foreword {#Heading1}
--------
I got my start programming on Apple II computers at school, and almost 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 all of my early work was on the Apple platform. After graduating, it

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Graphics and Multimedia Development' Graphics and Multimedia Development'
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Acknowledgments {#Heading1} # Acknowledgments {#Heading1}
---------------
There are many people to thank—because this book was written over many There are many people to thank—because this book was written over many
years, in many different settings, an unusually large number of people years, in many different settings, an unusually large number of people

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Graphics and Multimedia Development' Graphics and Multimedia Development'
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Afterword {#Heading1} # Afterword {#Heading1}
---------
If you've followed me this far, you might agree that we've come through 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 some rough country. Still, I'm of the opinion that hard-won knowledge is

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Graphics and Multimedia Development' Graphics and Multimedia Development'
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Index {#Heading1} # Index {#Heading1}
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**Numbers** **Numbers**

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pages: '0' pages: '0'
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Michael Abrash's Graphics Programming Black Book Special Edition # Michael Abrash's Graphics Programming Black Book Special Edition
----------------------------------------------------------------
1. [Introduction](intro.html) 1. [Introduction](intro.html)
2. [Foreword](about.html) 2. [Foreword](about.html)

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Graphics and Multimedia Development' Graphics and Multimedia Development'
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Introduction {#Heading1} # Introduction {#Heading1}
------------
What was it like working with John Carmack on Quake? Like being strapped 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 onto a rocket during takeoff—in the middle of a hurricane. It seemed