Convert figure images to markdown

This commit is contained in:
James Gregory 2013-12-31 07:56:10 +11:00
commit 77a95ec319
115 changed files with 218 additions and 403 deletions

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@ -40,11 +40,9 @@ to figure out what parts of which polygons are visible would be free,
and the processing time would be the same for all possible viewpoints,
giving the game a smooth visual flow.
![](images/64-01.jpg)\
**Figure 64.1**  *Quake's polygons are stored as empty leaves.*
![**Figure 64.1**  *Quake's polygons are stored as empty leaves.*](images/64-01.jpg)
![](images/64-02.jpg)\
**Figure 64.2**  *Pixels visible from the current viewpoint.*
![**Figure 64.2**  *Pixels visible from the current viewpoint.*](images/64-02.jpg)
As it happens, it is easy to determine which polygons are outside the
frustum or partially clipped, and it's quite possible to figure out
@ -77,8 +75,7 @@ into two pieces created by the nodes above it in the tree, and the
node's children then further carve that subspace into all the leaves
that descend from the node.
![](images/64-03.jpg)\
**Figure 64.3**  *The substance described by node E.*
![**Figure 64.3**  *The substance described by node E.*](images/64-03.jpg)
Since a node's subspace is bounded and convex, it is possible to test
whether it is entirely outside the frustum. If it is, *all* of the