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@ -12,8 +12,7 @@ pages: 004-019
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# Part I
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## Chapter 1\
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The Best Optimizer Is between Your Ears
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## Chapter 1 -- The Best Optimizer Is between Your Ears
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### The Human Element of Code Optimization
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@ -10,8 +10,7 @@ chapter: '02'
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pages: 021-030
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---
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## Chapter 2\
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A World Apart
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## Chapter 2 -- A World Apart
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### The Unique Nature of Assembly Language Optimization
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@ -10,8 +10,7 @@ chapter: '03'
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pages: 031-073
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---
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## Chapter 3\
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Assume Nothing
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## Chapter 3 -- Assume Nothing
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### Understanding and Using the Zen Timer
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@ -10,8 +10,7 @@ chapter: '04'
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pages: 075-109
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---
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## Chapter 4\
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In the Lair of the Cycle-Eaters
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## Chapter 4 -- In the Lair of the Cycle-Eaters
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### How the PC Hardware Devours Code Performance
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@ -10,8 +10,7 @@ chapter: '05'
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pages: 111-123
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---
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## Chapter 5\
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Crossing the Border
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## Chapter 5 -- Crossing the Border
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### Searching Files with Restartable Blocks
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@ -10,8 +10,7 @@ chapter: '06'
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pages: 125-133
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---
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## Chapter 6\
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Looking Past Face Value
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## Chapter 6 -- Looking Past Face Value
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### How Machine Instructions May Do More Than You Think
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@ -10,8 +10,7 @@ chapter: '07'
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pages: 136-148
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---
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## Chapter 7\
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Local Optimization
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## Chapter 7 -- Local Optimization
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### Optimizing Halfway between Algorithms and Cycle Counting
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@ -10,8 +10,7 @@ chapter: 08
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pages: 149-166
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---
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## Chapter 8\
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Speeding Up C with Assembly Language
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## Chapter 8 -- Speeding Up C with Assembly Language
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### Jumping Languages When You Know It'll Help
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@ -10,8 +10,7 @@ chapter: 09
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pages: 167-188
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---
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## Chapter 9\
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Hints My Readers Gave Me
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## Chapter 9 -- Hints My Readers Gave Me
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### Optimization Odds and Ends from the Field
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@ -10,8 +10,7 @@ chapter: '10'
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pages: 190-203
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---
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## Chapter 10\
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Patient Coding, Faster Code
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## Chapter 10 -- Patient Coding, Faster Code
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### How Working Quickly Can Bring Execution to a Crawl
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@ -10,8 +10,7 @@ chapter: '11'
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pages: 205-231
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---
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## Chapter 11\
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Pushing the 286 and 386
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## Chapter 11 -- Pushing the 286 and 386
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### New Registers, New Instructions, New Timings, New Complications
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@ -10,8 +10,7 @@ chapter: '12'
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pages: 233-246
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---
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## Chapter 12\
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Pushing the 486
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## Chapter 12 -- Pushing the 486
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### It's Not Just a Bigger 386
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@ -10,8 +10,7 @@ chapter: '13'
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pages: 248-258
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---
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## Chapter 13\
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Aiming the 486
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## Chapter 13 -- Aiming the 486
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### Pipelines and Other Hazards of the High End
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@ -10,8 +10,7 @@ chapter: '14'
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pages: 260-277
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---
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## Chapter 14\
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Boyer-Moore String Searching
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## Chapter 14 -- Boyer-Moore String Searching
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### Optimizing a Pretty Optimum Search Algorithm
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@ -10,8 +10,7 @@ chapter: '15'
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pages: 279-293
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---
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## Chapter 15\
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Linked Lists and plain Unintended Challenges
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## Chapter 15 -- Linked Lists and plain Unintended Challenges
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### Unfamiliar Problems with Familiar Data Structures
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@ -10,8 +10,7 @@ chapter: '16'
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pages: 295-319
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---
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## Chapter 16\
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There Ain't No Such Thing as the Fastest Code
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## Chapter 16 -- There Ain't No Such Thing as the Fastest Code
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### Lessons Learned in the Pursuit of the Ultimate Word Counter
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@ -10,8 +10,7 @@ chapter: '17'
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pages: 322-346
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---
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## Chapter 17\
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The Game of Life
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## Chapter 17 -- The Game of Life
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### The Triumph of Algorithmic Optimization in a Cellular Automata Game
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@ -10,8 +10,7 @@ chapter: '18'
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pages: 347-367
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---
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## Chapter 18\
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It's a plain Wonderful Life
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## Chapter 18 -- It's a plain Wonderful Life
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### Optimization beyond the Pale
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@ -10,8 +10,7 @@ chapter: '19'
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pages: 369-379
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---
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## Chapter 19\
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Pentium: Not the Same Old Song
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## Chapter 19 -- Pentium: Not the Same Old Song
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### Learning a Whole Different Set of Optimization Rules
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@ -10,8 +10,7 @@ chapter: '20'
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pages: 381-396
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---
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## Chapter 20\
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Pentium Rules
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## Chapter 20 -- Pentium Rules
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### How Your Carbon-Based Optimizer Can Put the "Super" in Superscalar
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@ -10,8 +10,7 @@ chapter: '21'
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pages: 397-411
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---
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## Chapter 21\
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Unleashing the Pentium's V-Pipe
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## Chapter 21 -- Unleashing the Pentium's V-Pipe
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### Focusing on Keeping Both Pentium Pipes Full
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@ -10,8 +10,7 @@ chapter: '22'
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pages: 413-420
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---
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## Chapter 22\
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Zenning and the Flexible Mind
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## Chapter 22 -- Zenning and the Flexible Mind
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### Taking a Spin through What You've Learned
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# Part II
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## Chapter 23\
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Bones and Sinew
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## Chapter 23 -- Bones and Sinew
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### At the Very Heart of Standard PC Graphics
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@ -10,8 +10,7 @@ chapter: '24'
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pages: 449-460
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---
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## Chapter 24\
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Parallel Processing with the VGA
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## Chapter 24 -- Parallel Processing with the VGA
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### Taking on Graphics Memory Four Bytes at a Time
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@ -10,8 +10,7 @@ chapter: '25'
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pages: 461-479
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---
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## Chapter 25\
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VGA Data Machinery
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## Chapter 25 -- VGA Data Machinery
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### The Barrel Shifter, Bit Mask, and Set/Reset Mechanisms
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pages: 481-497
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---
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## Chapter 26\
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VGA Write Mode 3
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## Chapter 26 -- VGA Write Mode 3
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### The Write Mode That Grows on You
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@ -10,8 +10,7 @@ chapter: '27'
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pages: 499-521
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---
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## Chapter 27\
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Yet Another VGA Write Mode
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## Chapter 27 -- Yet Another VGA Write Mode
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### Write Mode 2, Chunky Bitmaps,and Text-Graphics Coexistence
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@ -10,8 +10,7 @@ chapter: '28'
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pages: 523-537
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---
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## Chapter 28\
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Reading VGA Memory
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## Chapter 28 -- Reading VGA Memory
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### Read Modes 0 and 1, and the Color Don't Care Register
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@ -10,8 +10,7 @@ chapter: '29'
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pages: 539-559
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---
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## Chapter 29\
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Saving Screens and Other VGA Mysteries
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## Chapter 29 -- Saving Screens and Other VGA Mysteries
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### Useful Nuggets from the VGA Zen File
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pages: 561-585
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---
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## Chapter 30\
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Video Est Omnis Divisa
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## Chapter 30 -- Video Est Omnis Divisa
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### The Joys and Galling Problems of Using Split Screens on the EGA and VGA
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pages: 587-605
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---
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## Chapter 31\
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Higher 256-Color Resolution on the VGA
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## Chapter 31 -- Higher 256-Color Resolution on the VGA
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### When Is 320x200 Really 320x400?
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pages: 607-622
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---
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## Chapter 32\
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Be It Resolved: 360x480
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## Chapter 32 -- Be It Resolved: 360x480
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### Taking 256-Color Modes About as Far as the Standard VGA Can Take Them
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@ -10,8 +10,7 @@ chapter: '33'
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pages: 623-636
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---
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## Chapter 33\
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Yogi Bear and Eurythmics Confront VGA Colors
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## Chapter 33 -- Yogi Bear and Eurythmics Confront VGA Colors
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### The Basics of VGA Color Generation
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@ -10,8 +10,7 @@ chapter: '34'
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pages: 637-652
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---
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## Chapter 34\
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Changing Colors without Writing Pixels
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## Chapter 34 -- Changing Colors without Writing Pixels
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### Special Effects through Realtime Manipulation of DAC Colors
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@ -10,8 +10,7 @@ chapter: '35'
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pages: 653-678
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---
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## Chapter 35\
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Bresenham Is Fast, and Fast Is Good
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## Chapter 35 -- Bresenham Is Fast, and Fast Is Good
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### Implementing and Optimizing Bresenham's Line-Drawing Algorithm
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@ -10,8 +10,7 @@ chapter: '36'
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pages: 679-693
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---
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## Chapter 36\
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The Good, the Bad, and the Run-Sliced
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## Chapter 36 -- The Good, the Bad, and the Run-Sliced
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### Faster Bresenham Lines with Run-Length Slice Line Drawing
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@ -10,8 +10,7 @@ chapter: '37'
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pages: 695-706
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---
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## Chapter 37\
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Dead Cats and Lightning Lines
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## Chapter 37 -- Dead Cats and Lightning Lines
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### Optimizing Run-Length Slice Line Drawing in a Major Way
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@ -10,8 +10,7 @@ chapter: '38'
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pages: 707-721
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---
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## Chapter 38\
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The Polygon Primeval
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## Chapter 38 -- The Polygon Primeval
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### Drawing Polygons Efficiently and Quickly
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@ -10,8 +10,7 @@ chapter: '39'
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pages: 723-738
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---
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## Chapter 39\
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Fast Convex Polygons
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## Chapter 39 -- Fast Convex Polygons
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### Filling Polygons in a Hurry
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@ -10,8 +10,7 @@ chapter: '40'
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pages: 739-756
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---
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## Chapter 40\
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Of Songs, Taxes, and the Simplicity of Complex Polygons
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## Chapter 40 -- Of Songs, Taxes, and the Simplicity of Complex Polygons
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### Dealing with Irregular Polygonal Areas
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@ -10,8 +10,7 @@ chapter: '41'
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pages: 757-771
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---
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## Chapter 41\
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Those Way-Down Polygon Nomenclature Blues
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## Chapter 41 -- Those Way-Down Polygon Nomenclature Blues
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### Names Do Matter when You Conceptualize a Data Structure
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@ -10,8 +10,7 @@ chapter: '42'
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pages: 773-792
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---
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## Chapter 42\
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Wu'ed in Haste; Fried, Stewed at Leisure
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## Chapter 42 -- Wu'ed in Haste; Fried, Stewed at Leisure
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### Fast Antialiased Lines Using Wu's Algorithm
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@ -10,8 +10,7 @@ chapter: '43'
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pages: 793-815
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---
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## Chapter 43\
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Bit-Plane Animation
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## Chapter 43 -- Bit-Plane Animation
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### A Simple and Extremely Fast Animation Method for Limited Color
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@ -10,8 +10,7 @@ chapter: '44'
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pages: 817-837
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---
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## Chapter 44\
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Split Screens Save the Page Flipped Day
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## Chapter 44 -- Split Screens Save the Page Flipped Day
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### 640x480 Page Flipped Animation in 64K...Almost
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@ -10,8 +10,7 @@ chapter: '45'
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pages: 839-857
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---
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## Chapter 45\
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Dog Hair and Dirty Rectangles
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## Chapter 45 -- Dog Hair and Dirty Rectangles
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### Different Angles on Animation
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@ -10,8 +10,7 @@ chapter: '46'
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pages: 859-874
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---
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## Chapter 46\
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Who Was that Masked Image?
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## Chapter 46 -- Who Was that Masked Image?
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### Optimizing Dirty-Rectangle Animation
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@ -10,8 +10,7 @@ chapter: '47'
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pages: 875-893
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---
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## Chapter 47\
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Mode X: 256-Color VGA Magic
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## Chapter 47 -- Mode X: 256-Color VGA Magic
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### Introducing the VGA's Undocumented "Animation-Optimal" Mode
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pages: 895-911
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---
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## Chapter 48\
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Mode X Marks the Latch
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## Chapter 48 -- Mode X Marks the Latch
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### The Internals of Animation's Best Video Display Mode
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@ -10,8 +10,7 @@ chapter: '49'
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pages: 913-930
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---
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## Chapter 49\
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Mode X 256-Color Animation
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## Chapter 49 -- Mode X 256-Color Animation
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### How to Make the VGA Really Get up and Dance
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@ -10,8 +10,7 @@ chapter: '50'
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pages: 931-949
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---
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## Chapter 50\
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Adding a Dimension
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## Chapter 50 -- Adding a Dimension
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### 3-D Animation Using Mode X
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@ -10,8 +10,7 @@ chapter: '51'
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pages: 951-967
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---
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## Chapter 51\
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Sneakers in Space
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## Chapter 51 -- Sneakers in Space
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### Using Backface Removal to Eliminate Hidden Surfaces
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@ -10,8 +10,7 @@ chapter: '52'
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pages: 969-987
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||||
---
|
||||
|
||||
## Chapter 52\
|
||||
Fast 3-D Animation: Meet X-Sharp
|
||||
## Chapter 52 -- Fast 3-D Animation: Meet X-Sharp
|
||||
|
||||
### The First Iteration of a Generalized 3-D Animation Package
|
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|
||||
|
|
|
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|
|
@ -10,8 +10,7 @@ chapter: '53'
|
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pages: 989-1003
|
||||
---
|
||||
|
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## Chapter 53\
|
||||
Raw Speed and More
|
||||
## Chapter 53 -- Raw Speed and More
|
||||
|
||||
### The Naked Truth About Speed in 3-D Animation
|
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|
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|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '54'
|
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pages: 1005-1029
|
||||
---
|
||||
|
||||
## Chapter 54\
|
||||
3-D Shading
|
||||
## Chapter 54 -- 3-D Shading
|
||||
|
||||
### Putting Realistic Surfaces on Animated 3-D Objects
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '55'
|
|||
pages: 1031-1044
|
||||
---
|
||||
|
||||
## Chapter 55\
|
||||
Color Modeling in 256-Color Mode
|
||||
## Chapter 55 -- Color Modeling in 256-Color Mode
|
||||
|
||||
### Pondering X-Sharp's Color Model in an RGB State of Mind
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '56'
|
|||
pages: 1046-1059
|
||||
---
|
||||
|
||||
## Chapter 56\
|
||||
Pooh and the Space Station
|
||||
## Chapter 56 -- Pooh and the Space Station
|
||||
|
||||
### Using Fast Texture Mapping to Place Pooh on a Polygon
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '57'
|
|||
pages: 1061-1075
|
||||
---
|
||||
|
||||
## Chapter 57\
|
||||
10,000 Freshly Sheared Sheep on the Screen
|
||||
## Chapter 57 -- 10,000 Freshly Sheared Sheep on the Screen
|
||||
|
||||
### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '58'
|
|||
pages: 1077-1093
|
||||
---
|
||||
|
||||
## Chapter 58\
|
||||
Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare
|
||||
## Chapter 58 -- Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare
|
||||
|
||||
### Using the Whole-Brain Approach to Accelerate Texture Mapping
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '59'
|
|||
pages: 1095-1114
|
||||
---
|
||||
|
||||
## Chapter 59\
|
||||
The Idea of BSP Trees
|
||||
## Chapter 59 -- The Idea of BSP Trees
|
||||
|
||||
### What BSP Trees Are and How to Walk Them
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '60'
|
|||
pages: 1115-1129
|
||||
---
|
||||
|
||||
## Chapter 60\
|
||||
Compiling BSP Trees
|
||||
## Chapter 60 -- Compiling BSP Trees
|
||||
|
||||
### Taking BSP Trees from Concept to Reality
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '61'
|
|||
pages: 1131-1144
|
||||
---
|
||||
|
||||
## Chapter 61\
|
||||
Frames of Reference
|
||||
## Chapter 61 -- Frames of Reference
|
||||
|
||||
### The Fundamentals of the Math behind 3-D Graphics
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '62'
|
|||
pages: 1145-1162
|
||||
---
|
||||
|
||||
## Chapter 62\
|
||||
One Story, Two Rules, and a BSP Renderer
|
||||
## Chapter 62 -- One Story, Two Rules, and a BSP Renderer
|
||||
|
||||
### Taking a Compiled BSP Tree from Logical to Visual Reality
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '63'
|
|||
pages: 1163-1175
|
||||
---
|
||||
|
||||
## Chapter 63\
|
||||
Floating-Point for Real-Time 3-D
|
||||
## Chapter 63 -- Floating-Point for Real-Time 3-D
|
||||
|
||||
### Knowing When to Hurl Conventional Math Wisdom Out the Window
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '64'
|
|||
pages: 1177-1190
|
||||
---
|
||||
|
||||
## Chapter 64\
|
||||
Quake's Visible-Surface Determination
|
||||
## Chapter 64 -- Quake's Visible-Surface Determination
|
||||
|
||||
### The Challenge of Separating All Things Seen from All Things Unseen
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '65'
|
|||
pages: 1191-1208
|
||||
---
|
||||
|
||||
## Chapter 65\
|
||||
3-D Clipping and Other Thoughts
|
||||
## Chapter 65 -- 3-D Clipping and Other Thoughts
|
||||
|
||||
### Determining What's Inside Your Field of View
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '66'
|
|||
pages: 1209-1222
|
||||
---
|
||||
|
||||
## Chapter 66\
|
||||
Quake's Hidden-Surface Removal
|
||||
## Chapter 66 -- Quake's Hidden-Surface Removal
|
||||
|
||||
### Struggling with Z-Order Solutions to the Hidden Surface Problem
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '67'
|
|||
pages: 1223-1241
|
||||
---
|
||||
|
||||
## Chapter 67\
|
||||
Sorted Spans in Action
|
||||
## Chapter 67 -- Sorted Spans in Action
|
||||
|
||||
### Implementing Independent Span Sorting for Rendering without Overdraw
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '68'
|
|||
pages: 1243-1256
|
||||
---
|
||||
|
||||
## Chapter 68\
|
||||
Quake's Lighting Model
|
||||
## Chapter 68 -- Quake's Lighting Model
|
||||
|
||||
### A Radically Different Approach to Lighting Polygons
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '69'
|
|||
pages: 1257-1271
|
||||
---
|
||||
|
||||
## Chapter 69\
|
||||
Surface Caching and Quake's Triangle Models
|
||||
## Chapter 69 -- Surface Caching and Quake's Triangle Models
|
||||
|
||||
### Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites
|
||||
|
||||
|
|
|
|||
|
|
@ -10,8 +10,7 @@ chapter: '70'
|
|||
pages: 1273-1285
|
||||
---
|
||||
|
||||
## Chapter 70\
|
||||
Quake: A Post-Mortem and a Glimpse into the Future
|
||||
## Chapter 70 -- Quake: A Post-Mortem and a Glimpse into the Future
|
||||
|
||||
*Why did not any of the children in the first group think of this faster
|
||||
method of going across the room? It is simple. They looked at what they
|
||||
|
|
|
|||
Loading…
Reference in a new issue