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