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- fix some docbook bugs in documentatnion
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3a7828ac 1diff -urN cal3d-0.9.1.orig/docs/faq/cal3dfaq.doxygen cal3d-0.9.1/docs/faq/cal3dfaq.doxygen
2--- cal3d-0.9.1.orig/docs/faq/cal3dfaq.doxygen 2004-05-31 19:07:22.345376176 +0200
3+++ cal3d-0.9.1/docs/faq/cal3dfaq.doxygen 2004-05-31 20:00:13.900226552 +0200
4@@ -18,178 +18,178 @@
5 * <b>What is Cal3D?</b>
6 *
7 * <ul>
8- * Cal3D is a skeletal based 3D character animation library written in C++
9+ * <li>Cal3D is a skeletal based 3D character animation library written in C++
10 * in a way that is both platform-independent and graphics API-independent.
11 * It was originally designed to be used in a 3D client for Worldforge, but
12 * evolved into a stand-alone product which can be used in many different
13- * kinds of projects.
14+ * kinds of projects.</li>
15 *
16- * Cal3D's essentials can be boiled down to 2 parts: the C++ library and the
17+ * <li>Cal3D's essentials can be boiled down to 2 parts: the C++ library and the
18 * exporter. The exporter is what you would use to take your characters
19 * (built in a 3D modeling package) and create the Cal3D-format files that
20 * the library knows how to load. The exporters are actually plug-ins for 3D
21 * modeling packages. This allows 3D artists to use the modeling tools that
22- * they're already comfortable with.
23+ * they're already comfortable with.</li>
24 *
25- * The C++ library is what you would actually use in your application, whether
26+ * <li>The C++ library is what you would actually use in your application, whether
27 * it's a game or a VR application. The library provides methods to load your
28 * exported files, build characters, run animations, and access the data
29- * necessary to render them with 3D graphics.
30+ * necessary to render them with 3D graphics.</li>
31 * </ul>
32 *
33 * <b>What can I do with Cal3D?</b>
34 *
35 * <ul>
36- * Primarily, Cal3D is useful for putting animated 3D characters into your
37- * interactive graphical applications.
38+ * <li>Primarily, Cal3D is useful for putting animated 3D characters into your
39+ * interactive graphical applications.</li>
40 *
41- * The exporters provide a bridge for users to take their characters created
42+ * <li>The exporters provide a bridge for users to take their characters created
43 * in a 3D modeling package to their own applications, where they will have
44- * control over the characters' actions.
45+ * control over the characters' actions.</li>
46 *
47- * Cal3D can perform animation blending. This means that you can execute
48+ * <li>Cal3D can perform animation blending. This means that you can execute
49 * multiple animations at the same time and Cal3D will blend them together
50 * smoothly. This effect is best demonstrated in the Cally Demo, where the
51 * walking, running, and strutting animations can be blended together in any
52- * ratio to get a wide variety of movement characteristics.
53+ * ratio to get a wide variety of movement characteristics.</li>
54 *
55- * Cal3D also provides an automatic level-of-detail control, which allows you
56+ * <li>Cal3D also provides an automatic level-of-detail control, which allows you
57 * to scale back the number of polygons that make up your character at runtime.
58 * This can be a good performance boost when your character is farther away
59- * and the lower detail isn't noticable to the viewer.
60+ * and the lower detail isn't noticable to the viewer.</li>
61 *
62- * With a little work, you can fully manipulate the individual parts of your
63+ * <li>With a little work, you can fully manipulate the individual parts of your
64 * characters. This is useful when you want to create truly dynamic motion at
65 * runtime without the aid of predefined animations. For instance, if you
66 * wanted your character's head to turn as a car goes past him, you could
67- * control the head's rotation directly to keep facing the moving car.
68+ * control the head's rotation directly to keep facing the moving car.</li>
69 * </ul>
70 *
71 * <b>What DOESN'T Cal3D do?</b>
72 *
73 * <ul>
74- * Cal3D doesn't do graphics. The users are responsible for making a bridge
75+ * <li>Cal3D doesn't do graphics. The users are responsible for making a bridge
76 * between Cal3D and whatever graphics API they want to use. This includes
77 * things like loading textures, handling materials, and rendering the models
78- * to the screen.
79+ * to the screen.</li>
80 *
81- * The source code for the Cal3D miniviewers is a good place to start, as it
82+ * <li>The source code for the Cal3D miniviewers is a good place to start, as it
83 * provides a full implementation for both OpenGL and Direct 3D graphics APIs
84- * that you can adapt for your own purposes.
85+ * that you can adapt for your own purposes.</li>
86 *
87- * Cal3D can't help you make animated models. Making a decent character will
88+ * <li>Cal3D can't help you make animated models. Making a decent character will
89 * require the use of a modeling package like 3D Studio MAX, using the tools
90 * that it provides. Making a really excellent character requires a talented
91- * artist.
92+ * artist.</li>
93 *
94- * Cal3D doesn't load configuration files. This is a responsibility left
95+ * <li>Cal3D doesn't load configuration files. This is a responsibility left
96 * on the users' shoulders for another degree of flexibility. And again, an
97- * example of how to do this is contained in the miniviewer examples.
98+ * example of how to do this is contained in the miniviewer examples.<li>
99 * </ul>
100 *
101 * <b>Is Cal3D stable enough to use in a game?</b>
102 *
103 * <ul>
104- * Yes, Cal3D is quite stable and efficient enough for a lot of games. Several
105- * published games have used Cal3D successfully.
106+ * <li>Yes, Cal3D is quite stable and efficient enough for a lot of games. Several
107+ * published games have used Cal3D successfully.</li>
108 * </ul>
109 *
110 * <b>How fast is Cal3D?</b>
111 * <ul>
112- * This is a fairly subjective question, as Cal3D's speed is highly dependent
113+ * <li>This is a fairly subjective question, as Cal3D's speed is highly dependent
114 * on things not controlled by Cal3D. Developer choices like which graphics API
115 * to use can impact the speed, as well as using GPU programming languages. The
116 * complexity of the models plays a big role in this as well - not only the
117- * polygon count, but also the complexity of the underlying skeletal structure.
118+ * polygon count, but also the complexity of the underlying skeletal structure.</li>
119 *
120- * Cal3D is certainly capable of operating fast enough for many practical
121+ * <li>Cal3D is certainly capable of operating fast enough for many practical
122 * applications and games. While we don't have an official benchmark, tests
123 * have been done in the past involving 20-30 characters at a time and
124- * reasonable framerates were achieved.
125+ * reasonable framerates were achieved.</li>
126 * </ul>
127 *
128 * <b>Can I use Cal3D for a commercial product?</b>
129 *
130 * <ul>
131- * The short answer is yes. Cal3D is released under the Lesser GNU Public
132+ * <li>The short answer is yes. Cal3D is released under the Lesser GNU Public
133 * License (LGPL), which allows you to link in the Cal3D library for your
134- * commercial game or simulator or whatever.
135+ * commercial game or simulator or whatever.</li>
136 *
137- * The catch, however, is that if you make <i>changes</i> to Cal3D and use
138- * them, you are obligated to release the source code under the same license.
139+ * <li>The catch, however, is that if you make <i>changes</i> to Cal3D and use
140+ * them, you are obligated to release the source code under the same license.</li>
141 * </ul>
142 *
143 *
144 * <b>What operating systems does Cal3D work on?</b>
145 *
146 * <ul>
147- * Cal3D is written to be cross-platform. It works on Windows, SGI Irix,
148- * various flavors of Linux, Mac OS X, etc.
149+ * <li>Cal3D is written to be cross-platform. It works on Windows, SGI Irix,
150+ * various flavors of Linux, Mac OS X, etc.</li>
151 *
152- * Basically all you need is a decent C++ compiler with standard template
153+ * <li>Basically all you need is a decent C++ compiler with standard template
154 * library support. If you want to use the build system, you either need
155- * Visual Studio on Windows, or GNU's autotools on *nix systems.
156+ * Visual Studio on Windows, or GNU's autotools on *nix systems.</li>
157 * </ul>
158 *
159 *
160 * <b>Can I use Cal3D with OpenGL / Direct3D / etc?</b>
161 *
162 * <ul>
163- * Cal3D is designed to be independent of any graphics API such as OpenGL or
164+ * <li>Cal3D is designed to be independent of any graphics API such as OpenGL or
165 * DirectX. While this makes Cal3D more flexible, it does put a little more
166- * work on the users.
167+ * work on the users.</li>
168 *
169- * We have several examples of our miniviewer application that can show you
170+ * <li>We have several examples of our miniviewer application that can show you
171 * how to use Cal3D with various graphics APIs such as OpenGL, Direct 3D, or
172- * even shader languages.
173+ * even shader languages.</li>
174 *
175- * Keep in mind that these examples only show one way how to do it; you are
176+ * <li>Keep in mind that these examples only show one way how to do it; you are
177 * free to develop your own methods and techniques specific to your
178- * application.
179+ * application.</li>
180 * </ul>
181 *
182 *
183 * <b>Who else is using Cal3D?</b>
184 *
185 * <ul>
186- * <b><i>Worldforge</i></b> - http://www.worldforge.org - This is an open source project
187+ * <li><b><i>Worldforge</i></b> - http://www.worldforge.org - This is an open source project
188 * aimed at developing tools for massive-multiplayer online games. Cal3D was
189- * originally a part of Worldforge, but became a standalone tool.
190+ * originally a part of Worldforge, but became a standalone tool.</li>
191 *
192- * <b><i>A Tale in the Desert</i></b> - http://www.atitd.com - ATITD is a very unique
193+ * <li><b><i>A Tale in the Desert</i></b> - http://www.atitd.com - ATITD is a very unique
194 * massive-multiplayer online roleplaying game where strategy and management
195 * take precedence over traditional combat. eGenesis used a derivative of Cal3D
196- * that they developed, which is also available on their "download" page.
197+ * that they developed, which is also available on their "download" page.</li>
198 *
199- * <b><i>Desert Rats</i></b> - http://www.valusoft.com/products/desertrats.html - A WW2
200+ * <li><b><i>Desert Rats</i></b> - http://www.valusoft.com/products/desertrats.html - A WW2
201 * action game where you fight the Nazis in northern Africa from a heavily
202- * armed jeep.
203+ * armed jeep.</li>
204 *
205- * <b><i>Neverending ODC</i></b> - http://ne-odc.sourceforge.net - Tools to design and edit
206- * massive 3D fantasy worlds.
207+ * <li><b><i>Neverending ODC</i></b> - http://ne-odc.sourceforge.net - Tools to design and edit
208+ * massive 3D fantasy worlds.</li>
209 *
210- * <b><i>The Nebula Device</i></b> - http://nebuladevice.sourceforge.net/cgi-bin/twiki/view/Nebula/NCal3DPackage
211+ * <li><b><i>The Nebula Device</i></b> - http://nebuladevice.sourceforge.net/cgi-bin/twiki/view/Nebula/NCal3DPackage
212 * - An open source 3D game/visualization engine designed to be highly scriptable.
213 * Their package, nCal3D, allows Nebula users to easily integrate Cal3D into their
214- * own applications.
215+ * own applications.</li>
216 *
217- * <b><i>Project FY</i></b> - http://fysoftware.com - A game still in development
218+ * <li><b><i>Project FY</i></b> - http://fysoftware.com - A game still in development
219 * featuring a 3D engine capable of handling both indoor and outdoor environments
220- * and transitioning seamlessly between them.
221+ * and transitioning seamlessly between them.</li>
222 *
223- * If you know of anyone else using Cal3D, let us know!
224+ * <li>If you know of anyone else using Cal3D, let us know!</li>
225 * </ul>
226 *
227 * <b>Can I just load my 3D Studio MAX files directly into Cal3D?</b>
228 *
229 * <ul>
230- * No. You have to export your character to Cal3D-format files. There are many
231+ * <li>No. You have to export your character to Cal3D-format files. There are many
232 * different things besides just animated figures that can be included in a
233 * 3DS file, and to make the Cal3D library sort these things out automagically
234- * would be an incredibly difficult task.
235+ * would be an incredibly difficult task.</li>
236 *
237- * Plus, you can only have a single animation stored in a 3DS file and
238- * characters will typically have a variety of animations to choose from.
239+ * <li>Plus, you can only have a single animation stored in a 3DS file and
240+ * characters will typically have a variety of animations to choose from.</li>
241 * </ul>
242 *
243 * <a name="MODELING"></a>
244@@ -198,131 +198,131 @@
245 * <b>How do I make new characters?</b>
246 *
247 * <ul>
248- * This is a job for an artist. Generally, one would create a mesh model of
249+ * <li>This is a job for an artist. Generally, one would create a mesh model of
250 * a character, create a skeletal system for it, animate it, and then export
251 * all of the pieces using the Cal3D exporters. (Skeleton, meshes, materials,
252- * and animations)
253+ * and animations)</li>
254 * </ul>
255 *
256 * <b>What modeling packages does Cal3D support?</b>
257 *
258 * <ul>
259- * We currently have exporters for 3D Studio MAX and Milkshape 3D.
260+ * <li>We currently have exporters for 3D Studio MAX and Milkshape 3D.</li>
261 *
262- * 3D Studio MAX - http://www.discreet.com/products/3dsmax<br>
263- * Milkshape 3D - http://www.swissquake.ch/chumbalum-soft
264+ * <li>3D Studio MAX - http://www.discreet.com/products/3dsmax<br>
265+ * Milkshape 3D - http://www.swissquake.ch/chumbalum-soft</li>
266 * </ul>
267 *
268 *
269 * <b>How do I export a character from 3D Studio MAX to Cal3D?</b>
270 *
271- * <ul>
272- * 1. First, export the skeleton.
273+ * <ol>
274+ * <li>First, export the skeleton.<br>
275 *
276- * The remaining steps can be performed in any order:
277+ * The remaining steps can be performed in any order:</li>
278 *
279- * 2. Export the mesh or meshes.
280+ * <li>Export the mesh or meshes.</li>
281 *
282- * 3. Export the materials.
283+ * <li>Export the materials.</li>
284 *
285- * 4. Export the animations.
286- * </ul>
287+ * <li>Export the animations.</li>
288+ * </ol>
289 *
290 *
291 * <b>How do I export a skeleton?</b>
292 *
293 * <ul>
294- * First, you need to select the skeleton (and ONLY the skeleton). Then go to
295+ * <li>First, you need to select the skeleton (and ONLY the skeleton). Then go to
296 * File->Export and select the Cal3D Skeleton exporter. You will be asked to
297 * choose from a list of bones. It's possible for each bone to appear more than
298- * once in the list, so make sure you only select each bone ONCE.
299+ * once in the list, so make sure you only select each bone ONCE.</li>
300 * </ul>
301 *
302 *
303 * <b>How do I export meshes?</b>
304 *
305 * <ul>
306- * Before exporting your mesh(es), make sure you've already exported your
307+ * <li>Before exporting your mesh(es), make sure you've already exported your
308 * skeleton. And if your character has more than one mesh, you'll need to
309- * export each mesh separately. Be sure to select just one mesh at a time.
310+ * export each mesh separately. Be sure to select just one mesh at a time.</li>
311 *
312- * Once you're got your mesh selected, go to File->Export and choose the Cal3D
313+ * <li>Once you're got your mesh selected, go to File->Export and choose the Cal3D
314 * Mesh exporter. You will be asked to locate a skeleton file. Pick the
315 * skeleton file (.csf) that was exported based on the same character as your
316- * mesh.
317+ * mesh.</li>
318 * </ul>
319 *
320 *
321 * <b>How do I export materials?</b>
322 *
323 * <ul>
324- * There are some tricks to this. The main thing is that the materials have to
325+ * <li>There are some tricks to this. The main thing is that the materials have to
326 * be named properly. Each material name that the character uses needs to end
327- * with a number enclosed in brackets, starting with 0 and going up.
328+ * with a number enclosed in brackets, starting with 0 and going up.<br><br>
329 *
330 * For instance, if a character has materials for skin, shirt, face, and hat,
331- * them the materials should be named like this:
332+ * them the materials should be named like this:<br>
333 *
334 * skin [0]<br>
335 * shirt [1]<br>
336 * face [2]<br>
337- * hat [3]<br>
338+ * hat [3]<br></li>
339 * </ul>
340 *
341 *
342 * <b>How do I export animations?</b>
343 *
344 * <ul>
345- * Before exporting your animations, make sure you've already exported your
346- * skeleton.
347+ * <li>Before exporting your animations, make sure you've already exported your
348+ * skeleton.<br>
349 *
350 * Once you've got your character animated, take your character out of Figure
351 * Mode, go to File->Export and choose the Cal3D Animation exporter. You'll
352 * have the option of a number of frames per second and the selection of
353- * individual keyframes to use in the animation.
354+ * individual keyframes to use in the animation.<br>
355 *
356 * Like mesh exporting, you'll be asked to find the Cal3D skeleton file (.csf)
357- * that the character is based on.
358+ * that the character is based on. </li>
359 * </ul>
360 *
361 *
362 * <b>Why does the exporter crash?</b>
363 *
364 * <ul>
365- * Usually this is a result of having things selected that you shouldn't have.
366+ * <li>Usually this is a result of having things selected that you shouldn't have.
367 * There can also be crashes caused by mis-named materials or failing to
368- * collapse the modifer stack before exporting.
369+ * collapse the modifer stack before exporting.</li>
370 * </ul>
371 *
372 *
373 * <b>Is there an exporter for Maya or Blender?</b>
374 *
375 * <ul>
376- * Jiba at <a href="http://oomadness.tuxfamily.org">OOMadness</a> has released
377+ * <li>Jiba at <a href="http://oomadness.tuxfamily.org">OOMadness</a> has released
378 * a GPL'd Python script that allows Blender users to export Cal3D objects. Find
379- * it here: http://oomadness.tuxfamily.org/en/blender2cal3d/index.html
380+ * it here: http://oomadness.tuxfamily.org/en/blender2cal3d/index.html<br>
381 *
382 * There have been rumors of people working on a Cal3D exporter for Maya, but
383- * it has not been released yet.
384+ * it has not been released yet.</li>
385 * </ul>
386 *
387 * <b>How do I convert an IK-Solver animation in 3D Studio MAX to a keyframe animation?</b>
388 *
389 * <ul>
390- * To do this, you need to collapse the bone trajectories. Select all of the model's
391+ * <li>To do this, you need to collapse the bone trajectories. Select all of the model's
392 * bones. Open the Motion panel, and then the Trajectories tab. Click the Collapse
393- * button.
394+ * button.</li>
395 * </ul>
396 *
397 * <b>What's with these RAW image files?</b>
398 *
399 * <ul>
400- * Previous to version 0.9, the textures for the Paladin sample model were
401+ * <li>Previous to version 0.9, the textures for the Paladin sample model were
402 * contained in a RAW image file format. The current developers are not sure
403 * where they originated from, but they have (as of version 0.9) been converted
404- * to TGA files.
405+ * to TGA files.<br>
406 *
407- * These old RAW files are no longer supported or necessary.
408+ * These old RAW files are no longer supported or necessary.</li>
409 * </ul>
410 *
411 *
412@@ -332,79 +332,79 @@
413 * <b>Are there Python bindings for Cal3D?</b>
414 *
415 * <ul>
416- * Yes. The Py3D project has Python bindings for Cal3D. You can get them at
417- * the Py3D website:
418+ * <li>Yes. The Py3D project has Python bindings for Cal3D. You can get them at
419+ * the Py3D website:<br>
420 *
421- * http://www.py3d.org/pycal3d
422+ * http://www.py3d.org/pycal3d</li>
423 * </ul>
424 *
425 *
426 * <b>What coordinate system does Cal3D use?</b>
427 *
428 * <ul>
429- * Cal3D characters exported from a modeling package such as 3DSMax or
430+ * <li>Cal3D characters exported from a modeling package such as 3DSMax or
431 * Milkshape will be in the same coordinate system as the package. For
432 * instance, a model exported from MAX and loaded for use in an OpenGL
433 * application will require a -90 degree rotation about the X-axis to be
434- * converted to the OpenGL coordinate system.
435+ * converted to the OpenGL coordinate system.<br><br>
436 *
437 * It should also be noted that Cal3D's math classes assume a left-handed
438 * rotation system. Right-handed systems are much more common, so this is not
439 * a minor detail. Think of it like this: take your right hand and point your
440 * thumb straight up while curling your fingers a bit - kind of like you're
441- * holding a coffee mug.
442+ * holding a coffee mug.<br><br>
443 *
444 * Your thumb is the vector axis of rotation. If you have a positive-value
445 * rotation, you will be rotating counter-clockwise about your thumb's axis.
446- * If you have a negative-value rotation, you'll be rotating clockwise.
447+ * If you have a negative-value rotation, you'll be rotating clockwise.<br><br>
448 *
449 * Now do the same thing, but with your left hand. Note that your fingers now
450 * curl around clockwise. So with positive rotation values in a left-handed
451 * system, you get a clockwise rotation. This is the opposite of the right-
452- * handed system.
453+ * handed system.</li>
454 * </ul>
455 *
456 * <b>Why are there classes and core classes?</b>
457 *
458 * <ul>
459- * In practical applications, there may be many different instances of a single
460+ * <li>In practical applications, there may be many different instances of a single
461 * type of character. For instance, your game might pit the hero against an
462 * army of robots. Some of these robots might look identical, and can then
463 * share data with each other rather than having a separate copy of it for each
464- * robot.
465+ * robot.<br><br>
466 *
467 * The core objects (skeleton, meshes, materials, bones, etc.) contain the data
468 * that will not change at runtime and can therefore be shared between multiple
469 * independent characters. The non-core classes contain data about things that
470 * frequently change, such as the animation state and mesh data. This allows
471 * the instances to share data and still be able to be animated independent of
472- * one another.
473+ * one another.</li>
474 * </ul>
475 *
476 *
477 * <b>Can I integrate Cal3D with a scenegraph like OSG or OpenSG?</b>
478 *
479 * <ul>
480- * There are a few ways to get your Cal3D characters working within an
481- * application that uses a scene graph.
482+ * <li>There are a few ways to get your Cal3D characters working within an
483+ * application that uses a scene graph.<br><br>
484 *
485 * The easiest way is to simply draw your characters using OpenGL after you've
486 * drawn your scene graph. This can be inefficient, however, because you lose
487 * the culling features that the scenegraph provides. Plus you need to be very
488 * careful about the OpenGL state, which is changed by the scene graph
489- * constantly.
490+ * constantly.<br><br>
491 *
492 * Most major scene graphs support draw callback functions. Using these, you
493 * can basically attach a Cal3D character to a node inside the scene graph and
494 * the character can be drawn (using your OpenGL commands) automatically as the
495 * scene graph is traversed. This approach requires a little more work, and
496- * will be different depending on the specific scene graph you're using.
497+ * will be different depending on the specific scene graph you're using.<br><br>
498 *
499 * If you're interested in using OpenSceneGraph, there's a Sourceforge project
500 * called osgCal that provides an adapter to put Cal3D models into OSG
501- * applications. Find it here:
502+ * applications. Find it here:<br><br>
503 *
504- * http://osgcal.sourceforge.net
505+ * http://osgcal.sourceforge.net</li>
506 * </ul>
507 *
508 *
509@@ -414,48 +414,48 @@
510 * <b>What's with these missing DLL errors when I run the Cally demo?</b>
511 *
512 * <ul>
513- * You may have gotten a message pop-up saying that the MSVCP70.dll file could
514- * not be found when trying to run the Cally demo.
515+ * <li>You may have gotten a message pop-up saying that the MSVCP70.dll file could
516+ * not be found when trying to run the Cally demo.<br><br>
517 *
518 * The Windows binaries for the 0.9 version of Cal3d (and the demo) were compiled
519 * with Visual Studio .NET (VC70). Non-XP versions of Windows may not have the
520- * right C/C++ runtime DLLs that are needed.
521+ * right C/C++ runtime DLLs that are needed.<br><br>
522 *
523 * These are available as part of Microsoft's .NET Framework package, which can
524- * be downloaded from here:
525+ * be downloaded from here:<br><br>
526 *
527- * http://msdn.microsoft.com/netframework/downloads/howtoget.aspx
528+ * http://msdn.microsoft.com/netframework/downloads/howtoget.aspx</li>
529 * </ul>
530 *
531 *
532 * <b>What do I need to compile the exporters in Windows?</b>
533 *
534 * <ul>
535- * In order to compile the 3D Studio MAX exporter, you need the 3DSMax SDK
536+ * <li>In order to compile the 3D Studio MAX exporter, you need the 3DSMax SDK
537 * (Software Development Kit) and the Character Studio SDK. When you install
538 * MAX and/or Character Studio, there will be an option to also install the
539- * SDKs.
540+ * SDKs.<br><br>
541 *
542 * For the Milkshape exporter, you need to get the Milkshape SDK, which is
543- * available separately from their website:
544+ * available separately from their website:<br><br>
545 *
546- * http://www.swissquake.ch/chumbalum-soft/ms3d/download.html
547+ * http://www.swissquake.ch/chumbalum-soft/ms3d/download.html</li>
548 * </ul>
549 *
550 *
551 * <b>Where is the biped.h / bipexp.h / phyexp.h file?</b>
552 *
553 * <ul>
554- * You need to have the Character Studio SDK installed, which contains these
555- * header files.
556+ * <li>You need to have the Character Studio SDK installed, which contains these
557+ * header files.</li>
558 * </ul>
559 *
560 *
561 * <b>Do I need a specific version of 3D Studio MAX to use the exporters?</b>
562 *
563 * <ul>
564- * Cal3D's exporters are known to work with 3DSMax 3, 4, and 5. This includes
565- * Character Studio 4 as well.
566+ * <li>Cal3D's exporters are known to work with 3DSMax 3, 4, and 5. This includes
567+ * Character Studio 4 as well.</li>
568 * </ul>
569 *
570 *
571diff -urN cal3d-0.9.1.orig/docs/guide_architecture.sgml cal3d-0.9.1/docs/guide_architecture.sgml
572--- cal3d-0.9.1.orig/docs/guide_architecture.sgml 2004-05-31 19:07:22.346376024 +0200
573+++ cal3d-0.9.1/docs/guide_architecture.sgml 2004-05-31 20:41:44.812550320 +0200
574@@ -49,28 +49,28 @@
575 <listitem>
576 <para>
577 The hierarchical structure, see
578- <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE">
579+ <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE"/>
580 for details.
581 </para>
582 </listitem>
583 <listitem>
584 <para>
585 The motion data, see
586- <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE">
587+ <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE"/>
588 for details.
589 </para>
590 </listitem>
591 <listitem>
592 <para>
593 The surface properties, see
594- <xref linkend="materials" endterm="materialsTITLE">
595+ <xref linkend="materials" endterm="materialsTITLE"/>
596 for details.
597 </para>
598 </listitem>
599 <listitem>
600 <para>
601 The body parts, see
602- <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE">
603+ <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE"/>
604 for details.
605 </para>
606 </listitem>
607@@ -81,7 +81,7 @@
608 <title>Core Classes</title>
609 <mediaobject>
610 <imageobject>
611- <imagedata align="center" fileref="../guide_classes_2.gif">
612+ <imagedata align="center" fileref="../guide_classes_2.gif"/>
613 </imageobject>
614 <textobject>
615 <phrase>Core Classes</phrase>
616@@ -100,21 +100,21 @@
617 <listitem>
618 <para>
619 The current state of the skeleton, see
620- <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE">
621+ <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE"/>
622 for details.
623 </para>
624 </listitem>
625 <listitem>
626 <para>
627 The active set of animations, see
628- <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE">
629+ <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE"/>
630 for details.
631 </para>
632 </listitem>
633 <listitem>
634 <para>
635 The attached body parts, see
636- <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE">
637+ <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE"/>
638 for details.
639 </para>
640 </listitem>
641@@ -127,7 +127,7 @@
642 <listitem>
643 <para>
644 The motion control, see
645- <xref linkend="mixer" endterm="mixerTITLE">
646+ <xref linkend="mixer" endterm="mixerTITLE"/>
647 for details.
648 </para>
649 </listitem>
650@@ -144,7 +144,7 @@
651 <listitem>
652 <para>
653 The rendering interface, see
654- <xref linkend="renderer" endterm="rendererTITLE">
655+ <xref linkend="renderer" endterm="rendererTITLE"/>
656 for details.
657 </para>
658 </listitem>
659@@ -155,7 +155,7 @@
660 <title>Instance Classes</title>
661 <mediaobject>
662 <imageobject>
663- <imagedata align="center" fileref="../guide_classes_3.gif">
664+ <imagedata align="center" fileref="../guide_classes_3.gif"/>
665 </imageobject>
666 <textobject>
667 <phrase>Instance Classes</phrase>
668@@ -173,14 +173,14 @@
669 <listitem>
670 <para>
671 The math components, see
672- <xref linkend="vectorsquaternions" endterm="vectorsquaternionsTITLE">
673+ <xref linkend="vectorsquaternions" endterm="vectorsquaternionsTITLE"/>
674 for details.
675 </para>
676 </listitem>
677 <listitem>
678 <para>
679 The error handling, see
680- <xref linkend="errorhandling" endterm="errorhandlingTITLE">
681+ <xref linkend="errorhandling" endterm="errorhandlingTITLE"/>
682 for details.
683 </para>
684 </listitem>
685@@ -201,7 +201,7 @@
686 <title>Miscellaneous Classes</title>
687 <mediaobject>
688 <imageobject>
689- <imagedata align="center" fileref="../guide_classes_1.gif">
690+ <imagedata align="center" fileref="../guide_classes_1.gif"/>
691 </imageobject>
692 <textobject>
693 <phrase>Miscellaneous Classes</phrase>
694@@ -253,7 +253,7 @@
695 <title>Animation Pipeline</title>
696 <mediaobject>
697 <imageobject>
698- <imagedata align="center" fileref="../guide_pipeline.gif">
699+ <imagedata align="center" fileref="../guide_pipeline.gif"/>
700 </imageobject>
701 <textobject>
702 <phrase>Animation Pipeline</phrase>
703@@ -297,7 +297,7 @@
704 <title>The skinned Cally model</title>
705 <mediaobject>
706 <imageobject>
707- <imagedata align="center" fileref="../guide_phases.gif">
708+ <imagedata align="center" fileref="../guide_phases.gif"/>
709 </imageobject>
710 <textobject>
711 <phrase>The skinned Cally model</phrase>
712@@ -337,7 +337,7 @@
713 have a fully animated model. The waving animation will only be defined locally,
714 so only tracks for the right hand, arm, shoulder and probably neck and head are
715 stored within. This selective inclusion allows a powerful blending and overlay
716- mechanism as we will see in <xref linkend="mixer" endterm="mixerTITLE">.
717+ mechanism as we will see in <xref linkend="mixer" endterm="mixerTITLE"/>.
718 </para>
719 </example>
720
721@@ -358,7 +358,7 @@
722 </sect1>
723
724 <sect1 id="mixer">
725- <title id="mixerTitle">The 'Mixer'</title>
726+ <title id="mixerTITLE">The 'Mixer'</title>
727 <para>
728 The Cal3D library provides a powerful and flexible, yet easy-to-use animation
729 control system through the so called 'Mixer'. This helper class handles the
730@@ -459,7 +459,7 @@
731 </para>
732
733 <para>
734- As described in <xref linkend="meshessubmeshes" endterm="meshessubmeshesTITLE">,
735+ As described in <xref linkend="meshessubmeshes" endterm="meshessubmeshesTITLE"/>,
736 every part of the core model (every submesh to be more exact) has a material
737 thread assigned. You can now very easily change the look of a model instance,
738 by simply select a new current material set for its parts. The Cal3D library is
739diff -urN cal3d-0.9.1.orig/docs/guide_introduction.sgml cal3d-0.9.1/docs/guide_introduction.sgml
740--- cal3d-0.9.1.orig/docs/guide_introduction.sgml 2004-05-31 19:07:22.346376024 +0200
741+++ cal3d-0.9.1/docs/guide_introduction.sgml 2004-05-31 20:19:00.786913736 +0200
742@@ -33,7 +33,7 @@
743 </para>
744
745 <formalpara>
746- <title><xref linkend="introduction"></title>
747+ <title><xref linkend="introduction"/></title>
748 <para>
749 This is the chapter you are currently reading. The most important part is
750 the one about the <link linkend="licenses">Licenses</link>.
751@@ -41,7 +41,7 @@
752 </formalpara>
753
754 <formalpara>
755- <title><xref linkend="decisions"></title>
756+ <title><xref linkend="decisions"/></title>
757 <para>
758 This chapter provides some background information about the development of
759 Cal3D. It does not contain any crucial facts you have to know in order to use
760@@ -50,14 +50,14 @@
761 </formalpara>
762
763 <formalpara>
764- <title><xref linkend="setup"></title>
765+ <title><xref linkend="setup"/></title>
766 <para>
767 This chapter explains how you obtain, install and compile the Cal3D library.
768 </para>
769 </formalpara>
770
771 <formalpara>
772- <title><xref linkend="architecture"></title>
773+ <title><xref linkend="architecture"/></title>
774 <para>
775 This chapter illustrates the architecture of the Cal3D library. All the components
776 and terminologies are explaind in every detail.
777@@ -65,7 +65,7 @@
778 </formalpara>
779
780 <formalpara>
781- <title><xref linkend="usage"></title>
782+ <title><xref linkend="usage"/></title>
783 <para>
784 This chapter explains the usage of the Cal3D library step by step. The topics
785 cover creation, modification, animation and rendering of models.
786diff -urN cal3d-0.9.1.orig/docs/guide.sgml cal3d-0.9.1/docs/guide.sgml
787--- cal3d-0.9.1.orig/docs/guide.sgml 2004-05-31 19:07:22.346376024 +0200
788+++ cal3d-0.9.1/docs/guide.sgml 2004-05-31 20:18:00.142133144 +0200
789@@ -1,4 +1,4 @@
790-<!DOCTYPE BOOK PUBLIC "-//OASIS//DTD DocBook V3.1//EN" [
791+<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN" "http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd" [
792 <!ENTITY guideintroduction SYSTEM "guide_introduction.sgml">
793 <!ENTITY guidesetup SYSTEM "guide_setup.sgml">
794 <!ENTITY guidedecisions SYSTEM "guide_decisions.sgml">
795@@ -47,7 +47,7 @@
796 Permission is granted to copy, distribute and/or modify this document
797 under the terms of the GNU Free Documentation License, Version 1.1
798 or any later version published by the Free Software Foundation.
799- A copy of the license is included in <xref linkend="gfdl">.
800+ A copy of the license is included in <xref linkend="gfdl"/>.
801 </para>
802 </blockquote>
803 </para>
804diff -urN cal3d-0.9.1.orig/docs/guide_usage.sgml cal3d-0.9.1/docs/guide_usage.sgml
805--- cal3d-0.9.1.orig/docs/guide_usage.sgml 2004-05-31 19:07:22.347375872 +0200
806+++ cal3d-0.9.1/docs/guide_usage.sgml 2004-05-31 20:21:45.938806832 +0200
807@@ -28,7 +28,7 @@
808 <para>
809 In addition your project has to be linked to the Cal3D library code to be built properly.
810 This requires a successfully compiled Cal3D library. See
811- <xref linkend="compilation" endterm="compilationTITLE"> for details.
812+ <xref linkend="compilation" endterm="compilationTITLE"/> for details.
813 </para>
814 </sect1>
815
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