Change bold code snippets to inline code blocks
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62-04.md
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62-04.md
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@ -14,7 +14,7 @@ pages: 1160-1162
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Now that we have all the walls clipped to the frustum, with vertices
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projected into screen coordinates, all we have to do is draw them back
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to front; that's the job of **DrawWallsBackToFront()**. Basically, this
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to front; that's the job of `DrawWallsBackToFront()`. Basically, this
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routine walks the BSP tree, descending recursively from each node to
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draw the farther children of each node first, then the wall at the node,
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then the nearer children. In the interests of efficiency, this
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@ -24,7 +24,7 @@ performance speedup from data recursion turned out to be more modest
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than I had expected, based on past experience; see Chapter 59 for
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further details.
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As it comes to each wall, **DrawWallsBackToFront()** first descends to
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As it comes to each wall, `DrawWallsBackToFront()` first descends to
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draw the farther subtree. Next, if the wall is both visible and pointing
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toward the viewer, it is drawn as a solid polygon. The polygon filler
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(not shown in Listing 62.1) is a modification of the polygon filler I
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@ -53,7 +53,7 @@ coordinates of the start and end vertices, a simple 2-D version of
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checking the direction of the screenspace normal.
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The wall orinetation test used for walking the BSP tree, performed in
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**WallFacingViewer()** takes the other approach, and checks the
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`WallFacingViewer()` takes the other approach, and checks the
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viewspace sign of the dot product of the wall's normal with a vector
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from the viewpoint to the wall. Again, this code takes advantage of the
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2-D nature of the tree to generate the wall normal by swapping x and z
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@ -63,7 +63,7 @@ projected into screenspace; for example, trying to project a wall at
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z==0 would result in division by zero.
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All the visible, front-facing walls are drawn into a buffer by
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**DrawWallsBackToFront()**, then **UpdateWorld()** calls Win32 to copy
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`DrawWallsBackToFront()`, then `UpdateWorld()` calls Win32 to copy
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the new frame to the screen. The frame of animation is complete.
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