Remove heading ids, let pandoc generate them
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@ -11,9 +11,9 @@ pages: 989-1003
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---
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## Chapter 53\
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Raw Speed and More {#Heading1}
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Raw Speed and More
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### The Naked Truth About Speed in 3-D Animation {#Heading2}
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### The Naked Truth About Speed in 3-D Animation
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Years ago, this friend of mine—let's call him Bert—went to Hawaii with
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three other fellows to celebrate their graduation from high school. This
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@ -52,7 +52,7 @@ elevator doors opened again. On the lobby.
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And with that, we come to this chapter's topics: raw speed and hidden
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surfaces.
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### Raw Speed, Part 1: Assembly Language {#Heading3}
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### Raw Speed, Part 1: Assembly Language
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I would like to state, here and for the record, that I am not an
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assembly language fanatic. Frankly, I prefer programming in C; assembly
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@ -478,7 +478,7 @@ ret
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end
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```
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### Raw Speed, Part II: Look it Up {#Heading4}
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### Raw Speed, Part II: Look it Up
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It's a funny thing about Turbo Profiler: Time spent in the Borland C++
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80x87 emulator doesn't show up directly anywhere that I can see in the
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@ -523,7 +523,7 @@ polygon filling soon, but for the moment, we have more than enough
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horsepower to have some fun with. First, though, we need one more
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feature: hidden surfaces.
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#### Hidden Surfaces {#Heading5}
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#### Hidden Surfaces
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So far, we've made a number of simplifying assumptions in order to get
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the animation to look good; for example, all objects must currently be
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@ -662,7 +662,7 @@ void SortObjects()
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}
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```
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#### Rounding {#Heading6}
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#### Rounding
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FIXED.ASM contains the equate **ROUNDING-ON**. When this equate is 1,
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the results of multiplications and divisions are rounded to the nearest
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@ -689,7 +689,7 @@ division is performed only in the course of projection, and the results
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do not accumulate over time, so it would be reasonable to disable
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rounding for division.
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#### Having a Ball {#Heading7}
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#### Having a Ball
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So far in our exploration of 3-D animation, we've had nothing to look at
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but triangles and cubes. It's time for something a little more visually
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