Remove heading ids, let pandoc generate them
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@ -11,9 +11,9 @@ pages: 1191-1208
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---
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## Chapter 65\
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3-D Clipping and Other Thoughts {#Heading1}
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3-D Clipping and Other Thoughts
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### Determining What's Inside Your Field of View {#Heading2}
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### Determining What's Inside Your Field of View
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Our part of the world is changing, and I'm concerned. By way of
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explanation, three anecdotes.
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@ -100,7 +100,7 @@ circulated a good bit of info about 3-D graphics, and plan to keep on
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doing it as long as I can. Next, we're going to take a look at 3-D
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clipping.
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### 3-D Clipping Basics {#Heading3}
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### 3-D Clipping Basics
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Before I got deeply into 3-D, I kept hearing how difficult 3-D clipping
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was, so I was pleasantly surprised when I actually got around to doing
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@ -137,7 +137,7 @@ ways to speed up clipping under various circumstances, some of which
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I'll mention, but the material covered below will give you the tools you
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need to implement functional 3-D clipping.
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#### Intersecting a Line Segment with a Plane {#Heading4}
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#### Intersecting a Line Segment with a Plane
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The fundamental 3-D clipping operation is clipping a line segment to a
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plane. There are two parts to this operation: determining if the line is
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@ -246,7 +246,7 @@ y, and z lengths of the line segment by that fraction, and add the
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results to the inside endpoint, we get a new, clipped endpoint at the
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point of intersection.
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### Polygon Clipping {#Heading5}
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### Polygon Clipping
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Line clipping is fine for wireframe rendering, but what we really want
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to do is polygon rendering of solid models, which requires polygon
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@ -345,7 +345,7 @@ intersection with the clip plane can be used to advance the texture
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coordinates as well, so only one extra multiply and one extra add are
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required for each texture coordinate.
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#### Clipping to the Frustum {#Heading6}
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#### Clipping to the Frustum
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Given a polygon-clipping function, it's easy to clip to the frustum: set
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up the four planes for the sides of the frustum, with another one or two
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@ -669,7 +669,7 @@ void UpdateWorld()
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}
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```
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#### The Lessons of Listing 65.3 {#Heading7}
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#### The Lessons of Listing 65.3
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There are several interesting points to Listing 65.3. First,
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floating-point arithmetic is used throughout the clipping process. While
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@ -731,7 +731,7 @@ viewspace, then clipping them. However, the decision whether to clip in
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worldspace or viewspace is not clear-cut and is affected by several
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factors.
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### Advantages of Viewspace Clipping {#Heading8}
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### Advantages of Viewspace Clipping
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Although viewspace clipping requires transforming vertices that may not
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be drawn, it has potential performance advantages. For example, in
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@ -771,7 +771,7 @@ the more frustum clipping you're doing, especially if most of the
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polygons are trivially visible, the more attractive the performance
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advantages of normalized clipping become.
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### Further Reading {#Heading9}
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### Further Reading
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You now have the basics of 3-D clipping, but because fast clipping is
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central to high-performance 3-D, there's a lot more to be learned. One
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