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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@ -11,9 +11,9 @@ pages: 1046-1059
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## Chapter 56\
Pooh and the Space Station {#Heading1}
Pooh and the Space Station
### Using Fast Texture Mapping to Place Pooh on a Polygon {#Heading2}
### Using Fast Texture Mapping to Place Pooh on a Polygon
So, here's where Winnie the Pooh lives: in a space station orbiting
Saturn. No, really; I have it straight from my daughter, and an
@ -71,7 +71,7 @@ someone were standing in the window....
The rest is history.
### Principles of Quick-and-Dirty Texture Mapping {#Heading3}
### Principles of Quick-and-Dirty Texture Mapping
The key to our texture-mapping approach will be to quickly determine
what pixel value to draw for each pixel in the transformed destination
@ -96,7 +96,7 @@ slower.
![**Figure 56.1**  *Using reverse transformation to find the source pixel
color.*](images/56-01.jpg)
#### Mapping Textures Made Easy {#Heading4}
#### Mapping Textures Made Easy
To understand how we're going to map textures, consider Figure 56.2,
which maps a bitmapped image directly onto an untransformed polygon.
@ -190,7 +190,7 @@ the source image.*](images/56-04.jpg)
![**Figure 56.5**  *Mapping a texture onto a narrower polygon.*](images/56-05.jpg)
#### Notes on DDA Texture Mapping {#Heading5}
#### Notes on DDA Texture Mapping
That's all there is to quick-and-dirty texture mapping. This technique
basically uses a two-stage digital differential analyzer (DDA) approach
@ -247,7 +247,7 @@ performs DDA texture mapping. First, though, I'd like to take a moment
to thank Jim Kent, author of Autodesk Animator and a frequent
correspondent, for getting me started with the DDA approach.
### Fast Texture Mapping: An Implementation {#Heading6}
### Fast Texture Mapping: An Implementation
As you might expect, I've implemented DDA texture mapping in X-Sharp,
and the changes are reflected in the X-Sharp archive in this chapter's