Change bold code snippets to inline code blocks
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26-03.md
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26-03.md
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@ -20,7 +20,7 @@ without rotation characters could only be drawn on byte boundaries.
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> 
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> As I pointed out in Chapter 25, the CPU is perfectly capable of rotating
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> the data itself, and it's often the case that that's more efficient. The
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> problem with using the Data Rotate register is that the **OUT** that
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> problem with using the Data Rotate register is that the `OUT` that
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> sets that register is time-consuming, especially for proportional text,
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> which requires a different rotation for each character. Also, if the
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> code performs full-byte accesses to display memory—that is, if it
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@ -68,7 +68,7 @@ character to the left of the byte boundary) and then draw the left
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portions only of all 40 characters in write mode 3. Then the bit mask
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could be set up for the right portion of each character, and the right
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portions of all 40 characters could be drawn. The VGA's fast rotator
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would be used to do all rotation, and the only **OUT**s required would
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would be used to do all rotation, and the only `OUT`s required would
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be those required to set the bit mask and data rotation. This technique
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could well outperform single-character bit-mapped text drivers such as
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the one in Listing 26.1 by a significant margin. Listing 26.2
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@ -425,7 +425,7 @@ by ANDing in software. Even more significantly, we would have the CPU
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combine adjacent characters into complete, rotated bytes whenever
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possible, so that only one drawing operation would be required per byte
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of display memory modified. By doing this, we would eliminate all
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per-character **OUT**s, and would minimize display memory accesses,
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per-character `OUT`s, and would minimize display memory accesses,
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approximately doubling text-drawing speed.
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As a final note, consider that non-transparent text could also be
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