Remove heading ids, let pandoc generate them
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@ -11,9 +11,9 @@ pages: 1223-1241
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---
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## Chapter 67\
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Sorted Spans in Action {#Heading1}
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Sorted Spans in Action
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### Implementing Independent Span Sorting for Rendering without Overdraw {#Heading2}
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### Implementing Independent Span Sorting for Rendering without Overdraw
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In Chapter 66, we dove headlong into the intricacies of hidden surface
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removal by way of z-sorted (actually, 1/z-sorted) spans. At the end of
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@ -49,7 +49,7 @@ contained herein. Besides, the ultimate reference for any design is
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working code, which you'll find, in part, in Listing 67.1, and in its
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entirety in the file DDJZSORT.ZIP on the CD-ROM.
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### Quake and Sorted Spans {#Heading3}
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### Quake and Sorted Spans
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As you'll recall from Chapter 66, Quake uses sorted spans to get zero
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overdraw while rendering the world, thereby both improving overall
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@ -152,7 +152,7 @@ For the remainder of this chapter, I'm going to look at the three main
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types of 1/z span sorting, then discuss a sample 3-D app built around
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1/z span sorting.
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### Types of 1/z Span Sorting {#Heading4}
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### Types of 1/z Span Sorting
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As a quick refresher: With 1/z span sorting, all the polygons in a scene
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are treated as sets of screenspace pixel spans, and 1/z (where z is
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@ -168,7 +168,7 @@ they are: intersecting, abutting, and independent. (These are names of
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my own devising; I haven't come across any standard nomenclature in the
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literature.)
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#### Intersecting Span Sorting {#Heading5}
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#### Intersecting Span Sorting
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Intersecting span sorting occurs when polygons can interpenetrate. Thus,
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two spans may cross such that part of each span is visible, in which
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@ -183,7 +183,7 @@ detect interpenetration, and additional work must be done to split the
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spans as necessary. Thus, although intersecting span sorting certainly
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works, it's not the first choice for performance.
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#### Abutting Span Sorting {#Heading6}
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#### Abutting Span Sorting
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Abutting span sorting occurs when polygons that are not part of a
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continuous surface can butt up against one another, but don't
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@ -238,7 +238,7 @@ of caching sort results were outweighed by the additional overhead of
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maintaining the caching information, and every caching variant we tried
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actually slowed Quake down.
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#### Independent Span Sorting {#Heading7}
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#### Independent Span Sorting
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Finally, we come to independent span sorting, the simplest and fastest
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of the three, and the type the sample code in Listing 67.1 uses. Here,
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@ -253,7 +253,7 @@ Independent span sorting is ideal for scenes with lots of moving objects
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that never actually touch each other, such as a space battle. Next,
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we'll look at an implementation of independent 1/z span sorting.
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### 1/z Span Sorting in Action {#Heading8}
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### 1/z Span Sorting in Action
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Listing 67.1 is a portion of a program that demonstrates independent 1/z
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span sorting. This program is based on the sample 3-D clipping program
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@ -788,7 +788,7 @@ necessary. As you can see from Listing 67.1, it takes a fair bit of code
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to implement this, but all that's really going on is a surface stack
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driven by edge events.
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#### Implementation Notes {#Heading9}
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#### Implementation Notes
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Finally, a few notes on Listing 67.1. First, you'll notice that although
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we clip all polygons to the view frustum in worldspace, we nonetheless
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