Remove heading ids, let pandoc generate them

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James Gregory 2014-01-06 22:51:26 +11:00
commit 8b63f1f1a5
75 changed files with 631 additions and 631 deletions

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