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: 1061-1075
---
## Chapter 57\
10,000 Freshly Sheared Sheep on the Screen {#Heading1}
10,000 Freshly Sheared Sheep on the Screen
### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping {#Heading2}
### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping
I recently spent an hour or so learning how to shear a sheep. Among
other things, I learned—in great detail—about the importance of
@ -42,7 +42,7 @@ graphics-programming approaches and algorithms. Second, computer
graphics is a matter of illusion, of convincing the eye to see what you
want it to see, and that's very much a black art based on experience.
#### Visual Quality: A Black Hole ... Er, Art {#Heading3}
#### Visual Quality: A Black Hole ... Er, Art
Pleasing the eye with realtime computer animation is something less than
a science, at least at the PC level, where there's a limited color
@ -76,7 +76,7 @@ continuous motion, much like watching a badly flickering movie.
> and blend the images together into continuous motion. Only experience
> can give you a feel for that sweet spot.
#### Fixed-Point Arithmetic, Redux {#Heading4}
#### Fixed-Point Arithmetic, Redux
In the previous chapter I added texture mapping to X-Sharp, but lacked
space to explain some of its finer points. I'll pick up the thread now
@ -135,7 +135,7 @@ Experience again: It's the difference between knowing which flaws (like
small texture shifts) can reasonably be ignored, and which (like those
that produce gaps between polygons) must be avoided at all costs.
#### Texture Mapping: Orientation Independence {#Heading5}
#### Texture Mapping: Orientation Independence
The double-DDA texture-mapping code presented in the previous chapter
worked adequately, but there were two things about it that left me less
@ -249,7 +249,7 @@ void ScanOutLine(EdgeScan * LeftEdge, EdgeScan * RightEdge)
}
```
#### Mapping Textures across Multiple Polygons {#Heading6}
#### Mapping Textures across Multiple Polygons
One of the truly nifty things about double-DDA texture mapping is that
it is not limited to mapping a texture onto a single polygon. A single