Remove heading ids, let pandoc generate them
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@ -11,9 +11,9 @@ pages: 1061-1075
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---
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## Chapter 57\
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10,000 Freshly Sheared Sheep on the Screen {#Heading1}
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10,000 Freshly Sheared Sheep on the Screen
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### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping {#Heading2}
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### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping
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I recently spent an hour or so learning how to shear a sheep. Among
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other things, I learned—in great detail—about the importance of
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@ -42,7 +42,7 @@ graphics-programming approaches and algorithms. Second, computer
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graphics is a matter of illusion, of convincing the eye to see what you
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want it to see, and that's very much a black art based on experience.
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#### Visual Quality: A Black Hole ... Er, Art {#Heading3}
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#### Visual Quality: A Black Hole ... Er, Art
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Pleasing the eye with realtime computer animation is something less than
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a science, at least at the PC level, where there's a limited color
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@ -76,7 +76,7 @@ continuous motion, much like watching a badly flickering movie.
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> and blend the images together into continuous motion. Only experience
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> can give you a feel for that sweet spot.
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#### Fixed-Point Arithmetic, Redux {#Heading4}
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#### Fixed-Point Arithmetic, Redux
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In the previous chapter I added texture mapping to X-Sharp, but lacked
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space to explain some of its finer points. I'll pick up the thread now
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@ -135,7 +135,7 @@ Experience again: It's the difference between knowing which flaws (like
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small texture shifts) can reasonably be ignored, and which (like those
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that produce gaps between polygons) must be avoided at all costs.
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#### Texture Mapping: Orientation Independence {#Heading5}
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#### Texture Mapping: Orientation Independence
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The double-DDA texture-mapping code presented in the previous chapter
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worked adequately, but there were two things about it that left me less
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@ -249,7 +249,7 @@ void ScanOutLine(EdgeScan * LeftEdge, EdgeScan * RightEdge)
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}
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```
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#### Mapping Textures across Multiple Polygons {#Heading6}
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#### Mapping Textures across Multiple Polygons
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One of the truly nifty things about double-DDA texture mapping is that
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it is not limited to mapping a texture onto a single polygon. A single
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