Format fix html files in 2015, update bugs file

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Cody Boone Ferguson committed 2024-10-15 09:45:12 -07:00
1 parent dae96bc493
commit ea00ce2409
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@@ -70,11 +70,8 @@ Press the ESC key.
The author suggested that one change `q` to `0x82000820000000` instead of
`0x820008202625a0` to see a bug that they avoided, writing:
```
To see this bug in action change the assignment above
to q=0x82000820000000`, and look towards the negative
direction of the main tunnel.
```
> To see this bug in action change the assignment above to `q=0x82000820000000`,
and look towards the negative direction of the main tunnel.
This alt version does this for you.
@@ -107,7 +104,7 @@ Can you find your way around either and understand where you are?
How many function keys does your keyboard have? Can you generate very high
number function keys such as F30 or F31? :-)
*Textures? We don't need no stinking textures.*
_Textures? We don't need no stinking textures._
## Author's remarks:
@@ -184,7 +181,7 @@ the following:
### Precision issues:
The entry, on purpose, (see the section about SIMD below) does not use enough
The entry, on purpose (see the section about SIMD below), does not use enough
bits of precision, so sometimes the ray will miss the intersection of two voxel
faces and push on through. That's why you may notice some noise along close up
voxel edges. Fixing this issue would have taken the entry over the size limit
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@@ -442,9 +442,10 @@ again.</p>
<h2 id="alternate-code">Alternate code:</h2>
<p>The author suggested that one change <code>q</code> to <code>0x82000820000000</code> instead of
<code>0x820008202625a0</code> to see a bug that they avoided, writing:</p>
<pre><code> To see this bug in action change the assignment above
to q=0x82000820000000`, and look towards the negative
direction of the main tunnel.</code></pre>
<blockquote>
<p>To see this bug in action change the assignment above to <code>q=0x82000820000000</code>,
and look towards the negative direction of the main tunnel.</p>
</blockquote>
<p>This alt version does this for you.</p>
<h3 id="alternate-build">Alternate build:</h3>
<pre><code> make alt</code></pre>
@@ -519,7 +520,7 @@ the following:</li>
</ul>
<pre><code> *(a&amp;1?&amp;C:&amp;B)-=(.05 -a/2%2*.1)*!(a-1&amp;4092^3920)</code></pre>
<h3 id="precision-issues">Precision issues:</h3>
<p>The entry, on purpose, (see the section about SIMD below) does not use enough
<p>The entry, on purpose (see the section about SIMD below), does not use enough
bits of precision, so sometimes the ray will miss the intersection of two voxel
faces and push on through. That’s why you may notice some noise along close up
voxel edges. Fixing this issue would have taken the entry over the size limit