Remove heading ids, let pandoc generate them
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@ -11,9 +11,9 @@ pages: 969-987
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---
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## Chapter 52\
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Fast 3-D Animation: Meet X-Sharp {#Heading1}
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Fast 3-D Animation: Meet X-Sharp
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### The First Iteration of a Generalized 3-D Animation Package {#Heading2}
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### The First Iteration of a Generalized 3-D Animation Package
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Across the lake from Vermont, a few miles into upstate New York, the
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Ausable River has carved out a fairly impressive gorge known as "Ausable
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@ -68,7 +68,7 @@ easy to add new and different sorts of objects. Taken together, these
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alterations will let us start to do some really interesting real-time
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animation.
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### This Chapter's Demo Program {#Heading3}
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### This Chapter's Demo Program
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Three-dimensional animation is a complicated business, and it takes an
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astonishing amount of functionality just to get off the launching pad:
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@ -795,7 +795,7 @@ extern Object *ObjectList[];
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extern Point3 CubeVerts[];
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```
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### A New Animation Framework: X-Sharp {#Heading4}
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### A New Animation Framework: X-Sharp
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Listings 52.1 through 52.10 shown earlier represent not merely faster
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animation in library form, but also a nearly complete, extensible,
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@ -849,7 +849,7 @@ If you're intending to use X-Sharp in a real project, use the most
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recent version to be sure that you avail yourself of all new features
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and bug fixes.
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### Three Keys to Realtime Animation Performance {#Heading5}
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### Three Keys to Realtime Animation Performance
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As of the previous chapter, we were at the point where we could rotate,
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move, and draw a solid cube in real time. Not too shabby...but the code
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@ -912,7 +912,7 @@ Borland C++, and we're *still* doing sine and cosine via the
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floating-point emulator. Happily, we're still nowhere near the upper
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limit on the animation potential of the PC.
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#### Drawbacks {#Heading6}
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#### Drawbacks
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The techniques we've used to turbocharge 3-D animation are very
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powerful, but there's a dark side to them as well. Obviously, native 386
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@ -939,7 +939,7 @@ the viewer moves, so there's no chance for cumulative error. 3-D
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clipping with a front clip plane of -1 or less can prevent divide
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overflow.
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#### Where the Time Goes {#Heading7}
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#### Where the Time Goes
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The distribution of execution time in the animation code is no longer
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wildly biased toward transformation, but sine and cosine are certainly
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