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