Remove heading ids, let pandoc generate them

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James Gregory 2014-01-06 22:51:26 +11:00
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@ -13,9 +13,9 @@ pages: 423-448
# Part II
## Chapter 23\
Bones and Sinew {#Heading1}
Bones and Sinew
### At the Very Heart of Standard PC Graphics {#Heading2}
### At the Very Heart of Standard PC Graphics
The VGA is unparalleled in the history of computer graphics, for it is
by far the most widely-used graphics standard ever, the closest we may
@ -50,7 +50,7 @@ well underway.
We'll start our exploration with a quick overview of the VGA, and then
we'll dive right in and get a taste of what the VGA can do.
### The VGA {#Heading3}
### The VGA
The VGA is the baseline adapter for modern IBM PC compatibles, present
in virtually every PC sold today or in the last several years. (Note
@ -103,7 +103,7 @@ rather to start you down the road to understanding the VGA.
Let's begin.
### An Introduction to VGA Programming {#Heading4}
### An Introduction to VGA Programming
Most discussions of the VGA start out with a traditional "Here's a block
diagram of the VGA" approach, with lists of registers and statistics.
@ -128,7 +128,7 @@ conceptual level, letting the code itself demonstrate the implementation
details. We'll return to many of these concepts in more depth later in
this book.
### At the Core {#Heading5}
### At the Core
A little background is necessary before we're ready to examine Listing
23.1. The VGA is built around four functional blocks, named the CRT
@ -247,7 +247,7 @@ fixed. Moreover, a great deal of graphics software now uses word
> course, this method only works if the GC Index register remains
> unchanged throughout the loop.
#### Linear Planes and True VGA Modes {#Heading6}
#### Linear Planes and True VGA Modes
The VGA's memory is organized as four 64K planes. Each of these planes
is a linear bitmap; that is, each byte from a given plane controls eight
@ -867,7 +867,7 @@ cseg ends
end start
```
#### Smooth Panning {#Heading7}
#### Smooth Panning
The first thing you'll notice upon running the sample program is the
remarkable smoothness with which the display pans from side-to-side and
@ -972,7 +972,7 @@ should be set to 1.
> reinventing the wheel and because the BIOS may well mask
> incompatibilities between the IBM VGA and VGA clones.
#### Color Plane Manipulation {#Heading8}
#### Color Plane Manipulation
The VGA provides a considerable amount of hardware assistance for
manipulating the four display memory planes. Two features illustrated by
@ -1050,7 +1050,7 @@ first pass; the VGA is a complicated beast, and learning about it is an
iterative process. We'll be going over these features again, in
different contexts, over the course of the rest of this book.
#### Page Flipping {#Heading9}
#### Page Flipping
When animated graphics are drawn directly on the screen, with no
intermediate frame-composition stage, the image typically flickers
@ -1156,7 +1156,7 @@ designing programs for the VGA.
To see the program run in 640x200 16-color mode, comment out the `EQU`
line for `MEDRES_VIDEO_MODE`.
### The Hazards of VGA Clones {#Heading10}
### The Hazards of VGA Clones
Earlier, I said that any VGA that doesn't support the features and
functionality covered in this book can't properly be called VGA
@ -1186,7 +1186,7 @@ is that if you're going to use oversized virtual bitmaps and pan around
them, you should take great care to test your software on a wide variety
of VRAM- and DRAM-based VGAs.
### Just the Beginning {#Heading11}
### Just the Beginning
That pretty well covers the important points of the sample VGA program
in Listing 23.1. There are many VGA features we didn't even touch on,
@ -1196,7 +1196,7 @@ VGA's resources, and in general to give you an initial sense of what VGA
programming is like. Starting with the next chapter, we'll begin to
explore the VGA systematically, on a more detailed basis.
### The Macro Assembler {#Heading12}
### The Macro Assembler
The code in this book is written in both C and assembly. I think C is a
good development environment, but I believe that often the best code