diff --git a/chapter-01.md b/chapter-01.md index 04538c2..a3afd0f 100644 --- a/chapter-01.md +++ b/chapter-01.md @@ -12,8 +12,7 @@ pages: 004-019 # Part I -## Chapter 1\ - The Best Optimizer Is between Your Ears +## Chapter 1 -- The Best Optimizer Is between Your Ears ### The Human Element of Code Optimization diff --git a/chapter-02.md b/chapter-02.md index 31edf75..43ee283 100644 --- a/chapter-02.md +++ b/chapter-02.md @@ -10,8 +10,7 @@ chapter: '02' pages: 021-030 --- -## Chapter 2\ - A World Apart +## Chapter 2 -- A World Apart ### The Unique Nature of Assembly Language Optimization diff --git a/chapter-03.md b/chapter-03.md index 2e967ed..ddc5cc3 100644 --- a/chapter-03.md +++ b/chapter-03.md @@ -10,8 +10,7 @@ chapter: '03' pages: 031-073 --- -## Chapter 3\ - Assume Nothing +## Chapter 3 -- Assume Nothing ### Understanding and Using the Zen Timer diff --git a/chapter-04.md b/chapter-04.md index a54f5b9..d58c018 100644 --- a/chapter-04.md +++ b/chapter-04.md @@ -10,8 +10,7 @@ chapter: '04' pages: 075-109 --- -## Chapter 4\ - In the Lair of the Cycle-Eaters +## Chapter 4 -- In the Lair of the Cycle-Eaters ### How the PC Hardware Devours Code Performance diff --git a/chapter-05.md b/chapter-05.md index 8cd6c24..ba8750a 100644 --- a/chapter-05.md +++ b/chapter-05.md @@ -10,8 +10,7 @@ chapter: '05' pages: 111-123 --- -## Chapter 5\ - Crossing the Border +## Chapter 5 -- Crossing the Border ### Searching Files with Restartable Blocks diff --git a/chapter-06.md b/chapter-06.md index c4ef9ac..1431b91 100644 --- a/chapter-06.md +++ b/chapter-06.md @@ -10,8 +10,7 @@ chapter: '06' pages: 125-133 --- -## Chapter 6\ - Looking Past Face Value +## Chapter 6 -- Looking Past Face Value ### How Machine Instructions May Do More Than You Think diff --git a/chapter-07.md b/chapter-07.md index 712bef8..524fc99 100644 --- a/chapter-07.md +++ b/chapter-07.md @@ -10,8 +10,7 @@ chapter: '07' pages: 136-148 --- -## Chapter 7\ - Local Optimization +## Chapter 7 -- Local Optimization ### Optimizing Halfway between Algorithms and Cycle Counting diff --git a/chapter-08.md b/chapter-08.md index 1e30761..53c86c2 100644 --- a/chapter-08.md +++ b/chapter-08.md @@ -10,8 +10,7 @@ chapter: 08 pages: 149-166 --- -## Chapter 8\ - Speeding Up C with Assembly Language +## Chapter 8 -- Speeding Up C with Assembly Language ### Jumping Languages When You Know It'll Help diff --git a/chapter-09.md b/chapter-09.md index 933d1a2..996710e 100644 --- a/chapter-09.md +++ b/chapter-09.md @@ -10,8 +10,7 @@ chapter: 09 pages: 167-188 --- -## Chapter 9\ - Hints My Readers Gave Me +## Chapter 9 -- Hints My Readers Gave Me ### Optimization Odds and Ends from the Field diff --git a/chapter-10.md b/chapter-10.md index 88854c7..7cf0459 100644 --- a/chapter-10.md +++ b/chapter-10.md @@ -10,8 +10,7 @@ chapter: '10' pages: 190-203 --- -## Chapter 10\ - Patient Coding, Faster Code +## Chapter 10 -- Patient Coding, Faster Code ### How Working Quickly Can Bring Execution to a Crawl diff --git a/chapter-11.md b/chapter-11.md index ffc8fa6..fb2bf1a 100644 --- a/chapter-11.md +++ b/chapter-11.md @@ -10,8 +10,7 @@ chapter: '11' pages: 205-231 --- -## Chapter 11\ - Pushing the 286 and 386 +## Chapter 11 -- Pushing the 286 and 386 ### New Registers, New Instructions, New Timings, New Complications diff --git a/chapter-12.md b/chapter-12.md index 82ecd75..106183e 100644 --- a/chapter-12.md +++ b/chapter-12.md @@ -10,8 +10,7 @@ chapter: '12' pages: 233-246 --- -## Chapter 12\ - Pushing the 486 +## Chapter 12 -- Pushing the 486 ### It's Not Just a Bigger 386 diff --git a/chapter-13.md b/chapter-13.md index 92bc43c..8ebd41f 100644 --- a/chapter-13.md +++ b/chapter-13.md @@ -10,8 +10,7 @@ chapter: '13' pages: 248-258 --- -## Chapter 13\ - Aiming the 486 +## Chapter 13 -- Aiming the 486 ### Pipelines and Other Hazards of the High End diff --git a/chapter-14.md b/chapter-14.md index 35bc9b6..b50a886 100644 --- a/chapter-14.md +++ b/chapter-14.md @@ -10,8 +10,7 @@ chapter: '14' pages: 260-277 --- -## Chapter 14\ - Boyer-Moore String Searching +## Chapter 14 -- Boyer-Moore String Searching ### Optimizing a Pretty Optimum Search Algorithm diff --git a/chapter-15.md b/chapter-15.md index 1e1078a..dfb8dd5 100644 --- a/chapter-15.md +++ b/chapter-15.md @@ -10,8 +10,7 @@ chapter: '15' pages: 279-293 --- -## Chapter 15\ - Linked Lists and plain Unintended Challenges +## Chapter 15 -- Linked Lists and plain Unintended Challenges ### Unfamiliar Problems with Familiar Data Structures diff --git a/chapter-16.md b/chapter-16.md index 7d077ac..83850b1 100644 --- a/chapter-16.md +++ b/chapter-16.md @@ -10,8 +10,7 @@ chapter: '16' pages: 295-319 --- -## Chapter 16\ - There Ain't No Such Thing as the Fastest Code +## Chapter 16 -- There Ain't No Such Thing as the Fastest Code ### Lessons Learned in the Pursuit of the Ultimate Word Counter diff --git a/chapter-17.md b/chapter-17.md index 8671ac1..cf58968 100644 --- a/chapter-17.md +++ b/chapter-17.md @@ -10,8 +10,7 @@ chapter: '17' pages: 322-346 --- -## Chapter 17\ - The Game of Life +## Chapter 17 -- The Game of Life ### The Triumph of Algorithmic Optimization in a Cellular Automata Game diff --git a/chapter-18.md b/chapter-18.md index 5491ebb..2051032 100644 --- a/chapter-18.md +++ b/chapter-18.md @@ -10,8 +10,7 @@ chapter: '18' pages: 347-367 --- -## Chapter 18\ - It's a plain Wonderful Life +## Chapter 18 -- It's a plain Wonderful Life ### Optimization beyond the Pale diff --git a/chapter-19.md b/chapter-19.md index a53f93b..66b4bff 100644 --- a/chapter-19.md +++ b/chapter-19.md @@ -10,8 +10,7 @@ chapter: '19' pages: 369-379 --- -## Chapter 19\ - Pentium: Not the Same Old Song +## Chapter 19 -- Pentium: Not the Same Old Song ### Learning a Whole Different Set of Optimization Rules diff --git a/chapter-20.md b/chapter-20.md index cc5c3aa..b46c970 100644 --- a/chapter-20.md +++ b/chapter-20.md @@ -10,8 +10,7 @@ chapter: '20' pages: 381-396 --- -## Chapter 20\ - Pentium Rules +## Chapter 20 -- Pentium Rules ### How Your Carbon-Based Optimizer Can Put the "Super" in Superscalar diff --git a/chapter-21.md b/chapter-21.md index c59f28d..0060afd 100644 --- a/chapter-21.md +++ b/chapter-21.md @@ -10,8 +10,7 @@ chapter: '21' pages: 397-411 --- -## Chapter 21\ - Unleashing the Pentium's V-Pipe +## Chapter 21 -- Unleashing the Pentium's V-Pipe ### Focusing on Keeping Both Pentium Pipes Full diff --git a/chapter-22.md b/chapter-22.md index f1f1bd0..c5a8dc8 100644 --- a/chapter-22.md +++ b/chapter-22.md @@ -10,8 +10,7 @@ chapter: '22' pages: 413-420 --- -## Chapter 22\ - Zenning and the Flexible Mind +## Chapter 22 -- Zenning and the Flexible Mind ### Taking a Spin through What You've Learned diff --git a/chapter-23.md b/chapter-23.md index b52b693..988862a 100644 --- a/chapter-23.md +++ b/chapter-23.md @@ -12,8 +12,7 @@ pages: 423-448 # Part II -## Chapter 23\ - Bones and Sinew +## Chapter 23 -- Bones and Sinew ### At the Very Heart of Standard PC Graphics diff --git a/chapter-24.md b/chapter-24.md index 6f89794..e4d672f 100644 --- a/chapter-24.md +++ b/chapter-24.md @@ -10,8 +10,7 @@ chapter: '24' pages: 449-460 --- -## Chapter 24\ - Parallel Processing with the VGA +## Chapter 24 -- Parallel Processing with the VGA ### Taking on Graphics Memory Four Bytes at a Time diff --git a/chapter-25.md b/chapter-25.md index fe27cc3..59b94af 100644 --- a/chapter-25.md +++ b/chapter-25.md @@ -10,8 +10,7 @@ chapter: '25' pages: 461-479 --- -## Chapter 25\ - VGA Data Machinery +## Chapter 25 -- VGA Data Machinery ### The Barrel Shifter, Bit Mask, and Set/Reset Mechanisms diff --git a/chapter-26.md b/chapter-26.md index 2d945ef..52ad2f9 100644 --- a/chapter-26.md +++ b/chapter-26.md @@ -10,8 +10,7 @@ chapter: '26' pages: 481-497 --- -## Chapter 26\ - VGA Write Mode 3 +## Chapter 26 -- VGA Write Mode 3 ### The Write Mode That Grows on You diff --git a/chapter-27.md b/chapter-27.md index 46bc392..caa1b04 100644 --- a/chapter-27.md +++ b/chapter-27.md @@ -10,8 +10,7 @@ chapter: '27' pages: 499-521 --- -## Chapter 27\ - Yet Another VGA Write Mode +## Chapter 27 -- Yet Another VGA Write Mode ### Write Mode 2, Chunky Bitmaps,and Text-Graphics Coexistence diff --git a/chapter-28.md b/chapter-28.md index 06f8dd1..2163a6c 100644 --- a/chapter-28.md +++ b/chapter-28.md @@ -10,8 +10,7 @@ chapter: '28' pages: 523-537 --- -## Chapter 28\ - Reading VGA Memory +## Chapter 28 -- Reading VGA Memory ### Read Modes 0 and 1, and the Color Don't Care Register diff --git a/chapter-29.md b/chapter-29.md index 97ae45d..ca78bda 100644 --- a/chapter-29.md +++ b/chapter-29.md @@ -10,8 +10,7 @@ chapter: '29' pages: 539-559 --- -## Chapter 29\ - Saving Screens and Other VGA Mysteries +## Chapter 29 -- Saving Screens and Other VGA Mysteries ### Useful Nuggets from the VGA Zen File diff --git a/chapter-30.md b/chapter-30.md index ba6867e..2bdd8e4 100644 --- a/chapter-30.md +++ b/chapter-30.md @@ -10,8 +10,7 @@ chapter: '30' pages: 561-585 --- -## Chapter 30\ - Video Est Omnis Divisa +## Chapter 30 -- Video Est Omnis Divisa ### The Joys and Galling Problems of Using Split Screens on the EGA and VGA diff --git a/chapter-31.md b/chapter-31.md index e28d9fc..c348283 100644 --- a/chapter-31.md +++ b/chapter-31.md @@ -10,8 +10,7 @@ chapter: '31' pages: 587-605 --- -## Chapter 31\ - Higher 256-Color Resolution on the VGA +## Chapter 31 -- Higher 256-Color Resolution on the VGA ### When Is 320x200 Really 320x400? diff --git a/chapter-32.md b/chapter-32.md index 8757507..aaf3301 100644 --- a/chapter-32.md +++ b/chapter-32.md @@ -10,8 +10,7 @@ chapter: '32' pages: 607-622 --- -## Chapter 32\ - Be It Resolved: 360x480 +## Chapter 32 -- Be It Resolved: 360x480 ### Taking 256-Color Modes About as Far as the Standard VGA Can Take Them diff --git a/chapter-33.md b/chapter-33.md index 5282068..629337c 100644 --- a/chapter-33.md +++ b/chapter-33.md @@ -10,8 +10,7 @@ chapter: '33' pages: 623-636 --- -## Chapter 33\ - Yogi Bear and Eurythmics Confront VGA Colors +## Chapter 33 -- Yogi Bear and Eurythmics Confront VGA Colors ### The Basics of VGA Color Generation diff --git a/chapter-34.md b/chapter-34.md index 56a5645..7554d15 100644 --- a/chapter-34.md +++ b/chapter-34.md @@ -10,8 +10,7 @@ chapter: '34' pages: 637-652 --- -## Chapter 34\ - Changing Colors without Writing Pixels +## Chapter 34 -- Changing Colors without Writing Pixels ### Special Effects through Realtime Manipulation of DAC Colors diff --git a/chapter-35.md b/chapter-35.md index af5c073..702b144 100644 --- a/chapter-35.md +++ b/chapter-35.md @@ -10,8 +10,7 @@ chapter: '35' pages: 653-678 --- -## Chapter 35\ - Bresenham Is Fast, and Fast Is Good +## Chapter 35 -- Bresenham Is Fast, and Fast Is Good ### Implementing and Optimizing Bresenham's Line-Drawing Algorithm diff --git a/chapter-36.md b/chapter-36.md index b52966d..08825f4 100644 --- a/chapter-36.md +++ b/chapter-36.md @@ -10,8 +10,7 @@ chapter: '36' pages: 679-693 --- -## Chapter 36\ - The Good, the Bad, and the Run-Sliced +## Chapter 36 -- The Good, the Bad, and the Run-Sliced ### Faster Bresenham Lines with Run-Length Slice Line Drawing diff --git a/chapter-37.md b/chapter-37.md index a90941e..b4f7686 100644 --- a/chapter-37.md +++ b/chapter-37.md @@ -10,8 +10,7 @@ chapter: '37' pages: 695-706 --- -## Chapter 37\ - Dead Cats and Lightning Lines +## Chapter 37 -- Dead Cats and Lightning Lines ### Optimizing Run-Length Slice Line Drawing in a Major Way diff --git a/chapter-38.md b/chapter-38.md index 67073bf..066c6d1 100644 --- a/chapter-38.md +++ b/chapter-38.md @@ -10,8 +10,7 @@ chapter: '38' pages: 707-721 --- -## Chapter 38\ - The Polygon Primeval +## Chapter 38 -- The Polygon Primeval ### Drawing Polygons Efficiently and Quickly diff --git a/chapter-39.md b/chapter-39.md index 8fec731..74186c3 100644 --- a/chapter-39.md +++ b/chapter-39.md @@ -10,8 +10,7 @@ chapter: '39' pages: 723-738 --- -## Chapter 39\ - Fast Convex Polygons +## Chapter 39 -- Fast Convex Polygons ### Filling Polygons in a Hurry diff --git a/chapter-40.md b/chapter-40.md index 7c3c42e..7bd885d 100644 --- a/chapter-40.md +++ b/chapter-40.md @@ -10,8 +10,7 @@ chapter: '40' pages: 739-756 --- -## Chapter 40\ - Of Songs, Taxes, and the Simplicity of Complex Polygons +## Chapter 40 -- Of Songs, Taxes, and the Simplicity of Complex Polygons ### Dealing with Irregular Polygonal Areas diff --git a/chapter-41.md b/chapter-41.md index 9c0b5b1..84441cb 100644 --- a/chapter-41.md +++ b/chapter-41.md @@ -10,8 +10,7 @@ chapter: '41' pages: 757-771 --- -## Chapter 41\ - Those Way-Down Polygon Nomenclature Blues +## Chapter 41 -- Those Way-Down Polygon Nomenclature Blues ### Names Do Matter when You Conceptualize a Data Structure diff --git a/chapter-42.md b/chapter-42.md index ac1a63a..bc65211 100644 --- a/chapter-42.md +++ b/chapter-42.md @@ -10,8 +10,7 @@ chapter: '42' pages: 773-792 --- -## Chapter 42\ - Wu'ed in Haste; Fried, Stewed at Leisure +## Chapter 42 -- Wu'ed in Haste; Fried, Stewed at Leisure ### Fast Antialiased Lines Using Wu's Algorithm diff --git a/chapter-43.md b/chapter-43.md index a9dcf47..11e7c69 100644 --- a/chapter-43.md +++ b/chapter-43.md @@ -10,8 +10,7 @@ chapter: '43' pages: 793-815 --- -## Chapter 43\ - Bit-Plane Animation +## Chapter 43 -- Bit-Plane Animation ### A Simple and Extremely Fast Animation Method for Limited Color diff --git a/chapter-44.md b/chapter-44.md index 50cc745..cdde8ec 100644 --- a/chapter-44.md +++ b/chapter-44.md @@ -10,8 +10,7 @@ chapter: '44' pages: 817-837 --- -## Chapter 44\ - Split Screens Save the Page Flipped Day +## Chapter 44 -- Split Screens Save the Page Flipped Day ### 640x480 Page Flipped Animation in 64K...Almost diff --git a/chapter-45.md b/chapter-45.md index b6ea0a8..b8c5afe 100644 --- a/chapter-45.md +++ b/chapter-45.md @@ -10,8 +10,7 @@ chapter: '45' pages: 839-857 --- -## Chapter 45\ - Dog Hair and Dirty Rectangles +## Chapter 45 -- Dog Hair and Dirty Rectangles ### Different Angles on Animation diff --git a/chapter-46.md b/chapter-46.md index 1668321..ba8348f 100644 --- a/chapter-46.md +++ b/chapter-46.md @@ -10,8 +10,7 @@ chapter: '46' pages: 859-874 --- -## Chapter 46\ - Who Was that Masked Image? +## Chapter 46 -- Who Was that Masked Image? ### Optimizing Dirty-Rectangle Animation diff --git a/chapter-47.md b/chapter-47.md index d221aae..cf46394 100644 --- a/chapter-47.md +++ b/chapter-47.md @@ -10,8 +10,7 @@ chapter: '47' pages: 875-893 --- -## Chapter 47\ - Mode X: 256-Color VGA Magic +## Chapter 47 -- Mode X: 256-Color VGA Magic ### Introducing the VGA's Undocumented "Animation-Optimal" Mode diff --git a/chapter-48.md b/chapter-48.md index 565029f..79c4623 100644 --- a/chapter-48.md +++ b/chapter-48.md @@ -10,8 +10,7 @@ chapter: '48' pages: 895-911 --- -## Chapter 48\ - Mode X Marks the Latch +## Chapter 48 -- Mode X Marks the Latch ### The Internals of Animation's Best Video Display Mode diff --git a/chapter-49.md b/chapter-49.md index 9ed650e..e959c99 100644 --- a/chapter-49.md +++ b/chapter-49.md @@ -10,8 +10,7 @@ chapter: '49' pages: 913-930 --- -## Chapter 49\ - Mode X 256-Color Animation +## Chapter 49 -- Mode X 256-Color Animation ### How to Make the VGA Really Get up and Dance diff --git a/chapter-50.md b/chapter-50.md index f3a3cb2..2cdcdb7 100644 --- a/chapter-50.md +++ b/chapter-50.md @@ -10,8 +10,7 @@ chapter: '50' pages: 931-949 --- -## Chapter 50\ - Adding a Dimension +## Chapter 50 -- Adding a Dimension ### 3-D Animation Using Mode X diff --git a/chapter-51.md b/chapter-51.md index f68c860..8cab9a2 100644 --- a/chapter-51.md +++ b/chapter-51.md @@ -10,8 +10,7 @@ chapter: '51' pages: 951-967 --- -## Chapter 51\ - Sneakers in Space +## Chapter 51 -- Sneakers in Space ### Using Backface Removal to Eliminate Hidden Surfaces diff --git a/chapter-52.md b/chapter-52.md index d49f27e..f1c7e7a 100644 --- a/chapter-52.md +++ b/chapter-52.md @@ -10,8 +10,7 @@ chapter: '52' pages: 969-987 --- -## 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 diff --git a/chapter-53.md b/chapter-53.md index b0c24a9..f6ee5fd 100644 --- a/chapter-53.md +++ b/chapter-53.md @@ -10,8 +10,7 @@ chapter: '53' pages: 989-1003 --- -## Chapter 53\ - Raw Speed and More +## Chapter 53 -- Raw Speed and More ### The Naked Truth About Speed in 3-D Animation diff --git a/chapter-54.md b/chapter-54.md index 05050d8..9c186f3 100644 --- a/chapter-54.md +++ b/chapter-54.md @@ -10,8 +10,7 @@ chapter: '54' pages: 1005-1029 --- -## Chapter 54\ - 3-D Shading +## Chapter 54 -- 3-D Shading ### Putting Realistic Surfaces on Animated 3-D Objects diff --git a/chapter-55.md b/chapter-55.md index ccf289d..fe7ceae 100644 --- a/chapter-55.md +++ b/chapter-55.md @@ -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 diff --git a/chapter-56.md b/chapter-56.md index d93fcb0..5162565 100644 --- a/chapter-56.md +++ b/chapter-56.md @@ -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 diff --git a/chapter-57.md b/chapter-57.md index c67b558..b2af785 100644 --- a/chapter-57.md +++ b/chapter-57.md @@ -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 diff --git a/chapter-58.md b/chapter-58.md index 6db4936..991c10b 100644 --- a/chapter-58.md +++ b/chapter-58.md @@ -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 diff --git a/chapter-59.md b/chapter-59.md index 8da97ac..283b6ee 100644 --- a/chapter-59.md +++ b/chapter-59.md @@ -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 diff --git a/chapter-60.md b/chapter-60.md index 7cf1554..5ae2368 100644 --- a/chapter-60.md +++ b/chapter-60.md @@ -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 diff --git a/chapter-61.md b/chapter-61.md index 75779b4..d9ff92b 100644 --- a/chapter-61.md +++ b/chapter-61.md @@ -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 diff --git a/chapter-62.md b/chapter-62.md index 895d4e4..e7cdc3f 100644 --- a/chapter-62.md +++ b/chapter-62.md @@ -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 diff --git a/chapter-63.md b/chapter-63.md index 7d99e8a..6119f4e 100644 --- a/chapter-63.md +++ b/chapter-63.md @@ -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 diff --git a/chapter-64.md b/chapter-64.md index 58cf660..fc7afc5 100644 --- a/chapter-64.md +++ b/chapter-64.md @@ -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 diff --git a/chapter-65.md b/chapter-65.md index 836a3fc..5a392a6 100644 --- a/chapter-65.md +++ b/chapter-65.md @@ -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 diff --git a/chapter-66.md b/chapter-66.md index fc18a9b..42de8cc 100644 --- a/chapter-66.md +++ b/chapter-66.md @@ -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 diff --git a/chapter-67.md b/chapter-67.md index c4b4770..d62d271 100644 --- a/chapter-67.md +++ b/chapter-67.md @@ -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 diff --git a/chapter-68.md b/chapter-68.md index 32280b0..d807451 100644 --- a/chapter-68.md +++ b/chapter-68.md @@ -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 diff --git a/chapter-69.md b/chapter-69.md index dd476a7..d58f994 100644 --- a/chapter-69.md +++ b/chapter-69.md @@ -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 diff --git a/chapter-70.md b/chapter-70.md index bea2eaa..b20faf7 100644 --- a/chapter-70.md +++ b/chapter-70.md @@ -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