Remove heading ids, let pandoc generate them
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@ -11,9 +11,9 @@ pages: 951-967
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---
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## Chapter 51\
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Sneakers in Space {#Heading1}
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Sneakers in Space
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### Using Backface Removal to Eliminate Hidden Surfaces {#Heading2}
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### Using Backface Removal to Eliminate Hidden Surfaces
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As I'm fond of pointing out, computer animation isn't a matter of
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mathematically exact modeling or raw technical prowess, but rather of
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@ -68,7 +68,7 @@ being tipped off—which is, of course, the whole point.)
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If it's good enough for George Lucas, it's good enough for us. And with
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that, let's resume our quest for realtime 3-D animation on the PC.
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### One-sided Polygons: Backface Removal {#Heading3}
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### One-sided Polygons: Backface Removal
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In the previous chapter, we implemented the basic polygon drawing
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pipeline, transforming a polygon all the way from its basic definition
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@ -181,7 +181,7 @@ the reason it's preferable to work in screen space rather than screen
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coordinates (which suffer from rounding problems), speed considerations
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aside.
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#### Backface Removal in Action {#Heading4}
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#### Backface Removal in Action
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Listings 51.1 through 51.5 together form a program that rotates a solid
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cube in real-time under user control. Listing 51.1 is the main program;
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@ -514,7 +514,7 @@ approach; over two-thirds of the overall time is spent in floating-point
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calculations, and it's there that we'll begin to attack the performance
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bottleneck we find ourselves up against.
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### Incremental Transformation {#Heading5}
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### Incremental Transformation
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Listing 51.4 contains three functions; each concatenates an additional
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rotation around one of the three axes to an existing rotation. To
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@ -690,7 +690,7 @@ extern int DisplayedPage, NonDisplayedPage;
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extern struct Rect EraseRect[];
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```
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### A Note on Rounding Negative Numbers {#Heading6}
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### A Note on Rounding Negative Numbers
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In the previous chapter, I added 0.5 and truncated in order to round
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values from floating-point to integer format. Here, in Listing 51.2,
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@ -698,7 +698,7 @@ I've switched to adding 0.5 and using the `floor()` function. For
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positive values, the two approaches are equivalent; for negative values,
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only the `floor()` approach works properly.
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### Object Representation {#Heading7}
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### Object Representation
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Each object consists of a list of vertices and a list of faces, with the
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vertices of each face defined by pointers into the vertex list; this
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