Convert notes into blockquotes
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61-03.md
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61-03.md
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@ -40,9 +40,13 @@ vectors that lie within the surface. This means that we can generate the
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screenspace normals we need by taking the cross product of two adjacent
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polygon edges, as shown in Figure 61.4.
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------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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 *In fact, we can cull with only one-third the work needed to generate a full cross product; because we're interested only in the sign of the z component of the normal, we can skip entirely calculating the x and y components. The only caveat is to be careful that neither edge you choose is zero-length and that the edges aren't collinear, because the dot product can't produce a normal in those cases.*
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> 
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> In fact, we can cull with only one-third the work needed to generate a
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> full cross product; because we're interested only in the sign of the z
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> component of the normal, we can skip entirely calculating the x and y
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> components. The only caveat is to be careful that neither edge you
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> choose is zero-length and that the edges aren't collinear, because the
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> dot product can't produce a normal in those cases.
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