Change bold code snippets to inline code blocks

This commit is contained in:
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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@ -14,7 +14,7 @@ pages: 1160-1162
Now that we have all the walls clipped to the frustum, with vertices
projected into screen coordinates, all we have to do is draw them back
to front; that's the job of **DrawWallsBackToFront()**. Basically, this
to front; that's the job of `DrawWallsBackToFront()`. Basically, this
routine walks the BSP tree, descending recursively from each node to
draw the farther children of each node first, then the wall at the node,
then the nearer children. In the interests of efficiency, this
@ -24,7 +24,7 @@ performance speedup from data recursion turned out to be more modest
than I had expected, based on past experience; see Chapter 59 for
further details.
As it comes to each wall, **DrawWallsBackToFront()** first descends to
As it comes to each wall, `DrawWallsBackToFront()` first descends to
draw the farther subtree. Next, if the wall is both visible and pointing
toward the viewer, it is drawn as a solid polygon. The polygon filler
(not shown in Listing 62.1) is a modification of the polygon filler I
@ -53,7 +53,7 @@ coordinates of the start and end vertices, a simple 2-D version of
checking the direction of the screenspace normal.
The wall orinetation test used for walking the BSP tree, performed in
**WallFacingViewer()** takes the other approach, and checks the
`WallFacingViewer()` takes the other approach, and checks the
viewspace sign of the dot product of the wall's normal with a vector
from the viewpoint to the wall. Again, this code takes advantage of the
2-D nature of the tree to generate the wall normal by swapping x and z
@ -63,7 +63,7 @@ projected into screenspace; for example, trying to project a wall at
z==0 would result in division by zero.
All the visible, front-facing walls are drawn into a buffer by
**DrawWallsBackToFront()**, then **UpdateWorld()** calls Win32 to copy
`DrawWallsBackToFront()`, then `UpdateWorld()` calls Win32 to copy
the new frame to the screen. The frame of animation is complete.
![**Figure 62.4**  *Fast backspace culling test in screenspace.*](images/62-04.jpg)