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