Change bold code snippets to inline code blocks

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James Gregory 2013-12-31 17:12:29 +11:00
commit 3c76d884ef
185 changed files with 1772 additions and 1772 deletions

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@ -40,8 +40,8 @@ book dealing with my X-Sharp 3-D graphics library.
### The Dot Product {#Heading5}
Now we're ready to move on to the dot product. Given two vectors **U** =
[u~1~ u~2~ u~3~] and **V** = [v~1~ v~2~ v~3~], their dot product,
Now we're ready to move on to the dot product. Given two vectors `U` =
[u~1~ u~2~ u~3~] and `V` = [v~1~ v~2~ v~3~], their dot product,
denoted by the symbol •, is calculated as:
![](images/61-02d.jpg)
@ -90,9 +90,9 @@ intensity at which the surface is illuminated, as in
![**Figure 61.1**  *The dot product.*](images/61-01.jpg)
where **I**~s~ is the intensity of illumination of the surface, **I**~l~
where `I`~s~ is the intensity of illumination of the surface, `I`~l~
is the intensity of the light, and q is the angle between **-D**~l~
(where **D**~l~ is the light direction vector) and the surface normal.
(where `D`~l~ is the light direction vector) and the surface normal.
If the inverse light vector and the surface normal are both unit
vectors, then this calculation can be performed with four multiplies and
three additions—and no explicit cosine calculations—as
@ -101,7 +101,7 @@ three additions—and no explicit cosine calculations—as
(eq. 6)
where **N**~s~ is the surface unit normal and **D**~l~ is the light unit
where `N`~s~ is the surface unit normal and `D`~l~ is the light unit
direction vector, as shown in Figure 61.2.
### Cross Products and the Generation of Polygon Normals {#Heading7}