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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 | * | |
571 | diff -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 | |
739 | diff -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. | |
786 | diff -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> | |
804 | diff -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 |