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: 1223-1241
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## Chapter 67\
Sorted Spans in Action {#Heading1}
Sorted Spans in Action
### Implementing Independent Span Sorting for Rendering without Overdraw {#Heading2}
### Implementing Independent Span Sorting for Rendering without Overdraw
In Chapter 66, we dove headlong into the intricacies of hidden surface
removal by way of z-sorted (actually, 1/z-sorted) spans. At the end of
@ -49,7 +49,7 @@ contained herein. Besides, the ultimate reference for any design is
working code, which you'll find, in part, in Listing 67.1, and in its
entirety in the file DDJZSORT.ZIP on the CD-ROM.
### Quake and Sorted Spans {#Heading3}
### Quake and Sorted Spans
As you'll recall from Chapter 66, Quake uses sorted spans to get zero
overdraw while rendering the world, thereby both improving overall
@ -152,7 +152,7 @@ For the remainder of this chapter, I'm going to look at the three main
types of 1/z span sorting, then discuss a sample 3-D app built around
1/z span sorting.
### Types of 1/z Span Sorting {#Heading4}
### Types of 1/z Span Sorting
As a quick refresher: With 1/z span sorting, all the polygons in a scene
are treated as sets of screenspace pixel spans, and 1/z (where z is
@ -168,7 +168,7 @@ they are: intersecting, abutting, and independent. (These are names of
my own devising; I haven't come across any standard nomenclature in the
literature.)
#### Intersecting Span Sorting {#Heading5}
#### Intersecting Span Sorting
Intersecting span sorting occurs when polygons can interpenetrate. Thus,
two spans may cross such that part of each span is visible, in which
@ -183,7 +183,7 @@ detect interpenetration, and additional work must be done to split the
spans as necessary. Thus, although intersecting span sorting certainly
works, it's not the first choice for performance.
#### Abutting Span Sorting {#Heading6}
#### Abutting Span Sorting
Abutting span sorting occurs when polygons that are not part of a
continuous surface can butt up against one another, but don't
@ -238,7 +238,7 @@ of caching sort results were outweighed by the additional overhead of
maintaining the caching information, and every caching variant we tried
actually slowed Quake down.
#### Independent Span Sorting {#Heading7}
#### Independent Span Sorting
Finally, we come to independent span sorting, the simplest and fastest
of the three, and the type the sample code in Listing 67.1 uses. Here,
@ -253,7 +253,7 @@ Independent span sorting is ideal for scenes with lots of moving objects
that never actually touch each other, such as a space battle. Next,
we'll look at an implementation of independent 1/z span sorting.
### 1/z Span Sorting in Action {#Heading8}
### 1/z Span Sorting in Action
Listing 67.1 is a portion of a program that demonstrates independent 1/z
span sorting. This program is based on the sample 3-D clipping program
@ -788,7 +788,7 @@ necessary. As you can see from Listing 67.1, it takes a fair bit of code
to implement this, but all that's really going on is a surface stack
driven by edge events.
#### Implementation Notes {#Heading9}
#### Implementation Notes
Finally, a few notes on Listing 67.1. First, you'll notice that although
we clip all polygons to the view frustum in worldspace, we nonetheless