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1--- cal3d/docs/faq/cal3dfaq.doxygen.orig 2004-06-25 10:51:34.000000000 +0200
2+++ cal3d/docs/faq/cal3dfaq.doxygen 2004-12-02 20:17:29.991037316 +0100
3@@ -18,196 +18,196 @@
3a7828ac 4 * <b>What is Cal3D?</b>
5 *
6 * <ul>
7- * Cal3D is a skeletal based 3D character animation library written in C++
8+ * <li>Cal3D is a skeletal based 3D character animation library written in C++
9 * in a way that is both platform-independent and graphics API-independent.
10 * It was originally designed to be used in a 3D client for Worldforge, but
11 * evolved into a stand-alone product which can be used in many different
12- * kinds of projects.
13+ * kinds of projects.</li>
14 *
15- * Cal3D's essentials can be boiled down to 2 parts: the C++ library and the
16+ * <li>Cal3D's essentials can be boiled down to 2 parts: the C++ library and the
17 * exporter. The exporter is what you would use to take your characters
18 * (built in a 3D modeling package) and create the Cal3D-format files that
19 * the library knows how to load. The exporters are actually plug-ins for 3D
20 * modeling packages. This allows 3D artists to use the modeling tools that
21- * they're already comfortable with.
22+ * they're already comfortable with.</li>
23 *
24- * The C++ library is what you would actually use in your application, whether
25+ * <li>The C++ library is what you would actually use in your application, whether
26 * it's a game or a VR application. The library provides methods to load your
27 * exported files, build characters, run animations, and access the data
28- * necessary to render them with 3D graphics.
29+ * necessary to render them with 3D graphics.</li>
30 * </ul>
31 *
32 * <b>What can I do with Cal3D?</b>
33 *
34 * <ul>
35- * Primarily, Cal3D is useful for putting animated 3D characters into your
36- * interactive graphical applications.
37+ * <li>Primarily, Cal3D is useful for putting animated 3D characters into your
38+ * interactive graphical applications.</li>
39 *
40- * The exporters provide a bridge for users to take their characters created
41+ * <li>The exporters provide a bridge for users to take their characters created
42 * in a 3D modeling package to their own applications, where they will have
43- * control over the characters' actions.
44+ * control over the characters' actions.</li>
45 *
46- * Cal3D can perform animation blending. This means that you can execute
47+ * <li>Cal3D can perform animation blending. This means that you can execute
48 * multiple animations at the same time and Cal3D will blend them together
49 * smoothly. This effect is best demonstrated in the Cally Demo, where the
50 * walking, running, and strutting animations can be blended together in any
51- * ratio to get a wide variety of movement characteristics.
52+ * ratio to get a wide variety of movement characteristics.</li>
53 *
54- * Cal3D also provides an automatic level-of-detail control, which allows you
55+ * <li>Cal3D also provides an automatic level-of-detail control, which allows you
56 * to scale back the number of polygons that make up your character at runtime.
57 * This can be a good performance boost when your character is farther away
58- * and the lower detail isn't noticable to the viewer.
59+ * and the lower detail isn't noticable to the viewer.</li>
60 *
61- * With a little work, you can fully manipulate the individual parts of your
62+ * <li>With a little work, you can fully manipulate the individual parts of your
63 * characters. This is useful when you want to create truly dynamic motion at
64 * runtime without the aid of predefined animations. For instance, if you
65 * wanted your character's head to turn as a car goes past him, you could
66- * control the head's rotation directly to keep facing the moving car.
67+ * control the head's rotation directly to keep facing the moving car.</li>
68 * </ul>
69 *
70 * <b>What DOESN'T Cal3D do?</b>
71 *
72 * <ul>
73- * Cal3D doesn't do graphics. The users are responsible for making a bridge
74+ * <li>Cal3D doesn't do graphics. The users are responsible for making a bridge
75 * between Cal3D and whatever graphics API they want to use. This includes
76 * things like loading textures, handling materials, and rendering the models
77- * to the screen.
78+ * to the screen.</li>
79 *
80- * The source code for the Cal3D miniviewers is a good place to start, as it
81+ * <li>The source code for the Cal3D miniviewers is a good place to start, as it
82 * provides a full implementation for both OpenGL and Direct 3D graphics APIs
83- * that you can adapt for your own purposes.
84+ * that you can adapt for your own purposes.</li>
85 *
86- * Cal3D can't help you make animated models. Making a decent character will
87+ * <li>Cal3D can't help you make animated models. Making a decent character will
88 * require the use of a modeling package like 3D Studio MAX, using the tools
89 * that it provides. Making a really excellent character requires a talented
90- * artist.
f2323723 91+ * artist.</li>
3a7828ac 92 *
93- * Cal3D doesn't load configuration files. This is a responsibility left
94+ * <li>Cal3D doesn't load configuration files. This is a responsibility left
95 * on the users' shoulders for another degree of flexibility. And again, an
96- * example of how to do this is contained in the miniviewer examples.
f2323723 97+ * example of how to do this is contained in the miniviewer examples.</li>
3a7828ac 98 * </ul>
99 *
100 * <b>Is Cal3D stable enough to use in a game?</b>
101 *
102 * <ul>
103- * Yes, Cal3D is quite stable and efficient enough for a lot of games. Several
104- * published games have used Cal3D successfully.
105+ * <li>Yes, Cal3D is quite stable and efficient enough for a lot of games. Several
106+ * published games have used Cal3D successfully.</li>
107 * </ul>
108 *
109 * <b>How fast is Cal3D?</b>
110 * <ul>
111- * This is a fairly subjective question, as Cal3D's speed is highly dependent
112+ * <li>This is a fairly subjective question, as Cal3D's speed is highly dependent
113 * on things not controlled by Cal3D. Developer choices like which graphics API
114 * to use can impact the speed, as well as using GPU programming languages. The
115 * complexity of the models plays a big role in this as well - not only the
116- * polygon count, but also the complexity of the underlying skeletal structure.
117+ * polygon count, but also the complexity of the underlying skeletal structure.</li>
118 *
119- * Cal3D is certainly capable of operating fast enough for many practical
120+ * <li>Cal3D is certainly capable of operating fast enough for many practical
121 * applications and games. While we don't have an official benchmark, tests
122 * have been done in the past involving 20-30 characters at a time and
123- * reasonable framerates were achieved.
124+ * reasonable framerates were achieved.</li>
125 * </ul>
126 *
127 * <b>Can I use Cal3D for a commercial product?</b>
128 *
129 * <ul>
130- * The short answer is yes. Cal3D is released under the Lesser GNU Public
131+ * <li>The short answer is yes. Cal3D is released under the Lesser GNU Public
132 * License (LGPL), which allows you to link in the Cal3D library for your
133- * commercial game or simulator or whatever.
134+ * commercial game or simulator or whatever.</li>
135 *
136- * The catch, however, is that if you make <i>changes</i> to Cal3D and use
137- * them, you are obligated to release the source code under the same license.
138+ * <li>The catch, however, is that if you make <i>changes</i> to Cal3D and use
139+ * them, you are obligated to release the source code under the same license.</li>
140 * </ul>
141 *
142 *
143 * <b>What operating systems does Cal3D work on?</b>
144 *
145 * <ul>
146- * Cal3D is written to be cross-platform. It works on Windows, SGI Irix,
147- * various flavors of Linux, Mac OS X, etc.
148+ * <li>Cal3D is written to be cross-platform. It works on Windows, SGI Irix,
149+ * various flavors of Linux, Mac OS X, etc.</li>
150 *
151- * Basically all you need is a decent C++ compiler with standard template
152+ * <li>Basically all you need is a decent C++ compiler with standard template
153 * library support. If you want to use the build system, you either need
154- * Visual Studio on Windows, or GNU's autotools on *nix systems.
155+ * Visual Studio on Windows, or GNU's autotools on *nix systems.</li>
156 * </ul>
157 *
158 *
159 * <b>Can I use Cal3D with OpenGL / Direct3D / etc?</b>
160 *
161 * <ul>
162- * Cal3D is designed to be independent of any graphics API such as OpenGL or
163+ * <li>Cal3D is designed to be independent of any graphics API such as OpenGL or
164 * DirectX. While this makes Cal3D more flexible, it does put a little more
165- * work on the users.
166+ * work on the users.</li>
167 *
168- * We have several examples of our miniviewer application that can show you
169+ * <li>We have several examples of our miniviewer application that can show you
170 * how to use Cal3D with various graphics APIs such as OpenGL, Direct 3D, or
171- * even shader languages.
172+ * even shader languages.</li>
173 *
174- * Keep in mind that these examples only show one way how to do it; you are
175+ * <li>Keep in mind that these examples only show one way how to do it; you are
176 * free to develop your own methods and techniques specific to your
177- * application.
178+ * application.</li>
179 * </ul>
180 *
181 *
182 * <b>Who else is using Cal3D?</b>
183 *
184 * <ul>
185- * <b><i>Worldforge</i></b> - http://www.worldforge.org - This is an open source project
186+ * <li><b><i>Worldforge</i></b> - http://www.worldforge.org - This is an open source project
187 * aimed at developing tools for massive-multiplayer online games. Cal3D was
188- * originally a part of Worldforge, but became a standalone tool.
189+ * originally a part of Worldforge, but became a standalone tool.</li>
190 *
191- * <b><i>A Tale in the Desert</i></b> - http://www.atitd.com - ATITD is a very unique
192+ * <li><b><i>A Tale in the Desert</i></b> - http://www.atitd.com - ATITD is a very unique
193 * massive-multiplayer online roleplaying game where strategy and management
194 * take precedence over traditional combat. eGenesis used a derivative of Cal3D
195- * that they developed, which is also available on their "download" page.
196+ * that they developed, which is also available on their "download" page.</li>
197 *
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198- * <b><i>Desert Rats</i></b> - http://www.valusoft.com/ (no longer in their product list) - A WW2
199+ * <li><b><i>Desert Rats</i></b> - http://www.valusoft.com/ (no longer in their product list) - A WW2
3a7828ac 200 * action game where you fight the Nazis in northern Africa from a heavily
201- * armed jeep.
202+ * armed jeep.</li>
203 *
204- * <b><i>Neverending ODC</i></b> - http://ne-odc.sourceforge.net - Tools to design and edit
205- * massive 3D fantasy worlds.
206+ * <li><b><i>Neverending ODC</i></b> - http://ne-odc.sourceforge.net - Tools to design and edit
207+ * massive 3D fantasy worlds.</li>
208 *
209- * <b><i>The Nebula Device</i></b> - http://nebuladevice.sourceforge.net/cgi-bin/twiki/view/Nebula/NCal3DPackage
210+ * <li><b><i>The Nebula Device</i></b> - http://nebuladevice.sourceforge.net/cgi-bin/twiki/view/Nebula/NCal3DPackage
211 * - An open source 3D game/visualization engine designed to be highly scriptable.
212 * Their package, nCal3D, allows Nebula users to easily integrate Cal3D into their
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213- * own applications (based on cal3d version 0.8).
214+ * own applications (based on cal3d version 0.8).</li>
3a7828ac 215 *
216- * <b><i>Project FY</i></b> - http://fysoftware.com - A game still in development
217+ * <li><b><i>Project FY</i></b> - http://fysoftware.com - A game still in development
218 * featuring a 3D engine capable of handling both indoor and outdoor environments
219- * and transitioning seamlessly between them.
220+ * and transitioning seamlessly between them.</li>
221 *
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222- * <b><i>Poker3d</i></b> - http://freshmeat.net/projects/poker3d/ - Poker 3D client and server
223- * released under the GNU GPL (pre-Alpha stage).
224+ * <li><b><i>Poker3d</i></b> - http://freshmeat.net/projects/poker3d/ - Poker 3D client and server
225+ * released under the GNU GPL (pre-Alpha stage).</li>
226 *
227- * <b><i>osgCal</i></b> - http://osgcal.sourceforge.net/ - OpenSceneGraph adapter for cal3d
228- * released under the GNU LGPL (Beta stage).
229+ * <li><b><i>osgCal</i></b> - http://osgcal.sourceforge.net/ - OpenSceneGraph adapter for cal3d
230+ * released under the GNU LGPL (Beta stage).</li>
231 *
232- * <b><i>ReplicantBody</i></b> - http://www.vrlab.umu.se/research/replicants/rbody.html -
233+ * <li><b><i>ReplicantBody</i></b> - http://www.vrlab.umu.se/research/replicants/rbody.html -
234 * ReplicantBody is a character animation toolkit released under the GNU LGPL, written in C++,
235- * built upon Cal3D, ConfigScript and OpenSceneGraph.
236+ * built upon Cal3D, ConfigScript and OpenSceneGraph.</li>
237 *
238- * <b><i>Soya</i></b> - http://oomadness.nekeme.net/en/soya/features.html - Soya 3D is a
239+ * <li><b><i>Soya</i></b> - http://oomadness.nekeme.net/en/soya/features.html - Soya 3D is a
240 * high-level 3D engine for Python, designed with games in mind. Soya is written partly in Python
241 * and partly in C. Slune is a game based on Soya http://oomadness.nekeme.net/en/slune/index.html.
242- * Released under the GNU GPL.
243+ * Released under the GNU GPL.</li>
244 *
245- * <b><i>Genecys</i></b> - http://sourceforge.net/projects/genecys - Genecys is an online, multiplayer
246- * third person 3D MMORPG similar to Final Fantasy Online, or Everquest. Released under the GNU GPL.
247+ * <li><b><i>Genecys</i></b> - http://sourceforge.net/projects/genecys - Genecys is an online, multiplayer
248+ * third person 3D MMORPG similar to Final Fantasy Online, or Everquest. Released under the GNU GPL.</li>
249 *
3a7828ac 250- * If you know of anyone else using Cal3D, let us know!
251+ * <li>If you know of anyone else using Cal3D, let us know!</li>
252 * </ul>
253 *
254 * <b>Can I just load my 3D Studio MAX files directly into Cal3D?</b>
255 *
256 * <ul>
257- * No. You have to export your character to Cal3D-format files. There are many
258+ * <li>No. You have to export your character to Cal3D-format files. There are many
259 * different things besides just animated figures that can be included in a
260 * 3DS file, and to make the Cal3D library sort these things out automagically
261- * would be an incredibly difficult task.
262+ * would be an incredibly difficult task.</li>
263 *
264- * Plus, you can only have a single animation stored in a 3DS file and
265- * characters will typically have a variety of animations to choose from.
266+ * <li>Plus, you can only have a single animation stored in a 3DS file and
267+ * characters will typically have a variety of animations to choose from.</li>
268 * </ul>
269 *
270 * <a name="MODELING"></a>
f2323723 271@@ -216,131 +216,131 @@
3a7828ac 272 * <b>How do I make new characters?</b>
273 *
274 * <ul>
275- * This is a job for an artist. Generally, one would create a mesh model of
276+ * <li>This is a job for an artist. Generally, one would create a mesh model of
277 * a character, create a skeletal system for it, animate it, and then export
278 * all of the pieces using the Cal3D exporters. (Skeleton, meshes, materials,
279- * and animations)
280+ * and animations)</li>
281 * </ul>
282 *
283 * <b>What modeling packages does Cal3D support?</b>
284 *
285 * <ul>
286- * We currently have exporters for 3D Studio MAX and Milkshape 3D.
287+ * <li>We currently have exporters for 3D Studio MAX and Milkshape 3D.</li>
288 *
289- * 3D Studio MAX - http://www.discreet.com/products/3dsmax<br>
290- * Milkshape 3D - http://www.swissquake.ch/chumbalum-soft
291+ * <li>3D Studio MAX - http://www.discreet.com/products/3dsmax<br>
292+ * Milkshape 3D - http://www.swissquake.ch/chumbalum-soft</li>
293 * </ul>
294 *
295 *
296 * <b>How do I export a character from 3D Studio MAX to Cal3D?</b>
297 *
298- * <ul>
299- * 1. First, export the skeleton.
300+ * <ol>
f2323723 301+ * <li>First, export the skeleton.<br />
3a7828ac 302 *
303- * The remaining steps can be performed in any order:
304+ * The remaining steps can be performed in any order:</li>
305 *
306- * 2. Export the mesh or meshes.
307+ * <li>Export the mesh or meshes.</li>
308 *
309- * 3. Export the materials.
310+ * <li>Export the materials.</li>
311 *
312- * 4. Export the animations.
313- * </ul>
314+ * <li>Export the animations.</li>
315+ * </ol>
316 *
317 *
318 * <b>How do I export a skeleton?</b>
319 *
320 * <ul>
321- * First, you need to select the skeleton (and ONLY the skeleton). Then go to
322+ * <li>First, you need to select the skeleton (and ONLY the skeleton). Then go to
323 * File->Export and select the Cal3D Skeleton exporter. You will be asked to
324 * choose from a list of bones. It's possible for each bone to appear more than
325- * once in the list, so make sure you only select each bone ONCE.
326+ * once in the list, so make sure you only select each bone ONCE.</li>
327 * </ul>
328 *
329 *
330 * <b>How do I export meshes?</b>
331 *
332 * <ul>
333- * Before exporting your mesh(es), make sure you've already exported your
334+ * <li>Before exporting your mesh(es), make sure you've already exported your
335 * skeleton. And if your character has more than one mesh, you'll need to
336- * export each mesh separately. Be sure to select just one mesh at a time.
337+ * export each mesh separately. Be sure to select just one mesh at a time.</li>
338 *
339- * Once you're got your mesh selected, go to File->Export and choose the Cal3D
340+ * <li>Once you're got your mesh selected, go to File->Export and choose the Cal3D
341 * Mesh exporter. You will be asked to locate a skeleton file. Pick the
342 * skeleton file (.csf) that was exported based on the same character as your
343- * mesh.
344+ * mesh.</li>
345 * </ul>
346 *
347 *
348 * <b>How do I export materials?</b>
349 *
350 * <ul>
351- * There are some tricks to this. The main thing is that the materials have to
352+ * <li>There are some tricks to this. The main thing is that the materials have to
353 * be named properly. Each material name that the character uses needs to end
354- * with a number enclosed in brackets, starting with 0 and going up.
f2323723 355+ * with a number enclosed in brackets, starting with 0 and going up.<br /><br />
3a7828ac 356 *
357 * For instance, if a character has materials for skin, shirt, face, and hat,
358- * them the materials should be named like this:
f2323723 359+ * them the materials should be named like this:<br />
3a7828ac 360 *
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361- * skin [0]<br>
362- * shirt [1]<br>
363- * face [2]<br>
3a7828ac 364- * hat [3]<br>
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365+ * skin [0]<br />
366+ * shirt [1]<br />
367+ * face [2]<br />
368+ * hat [3]<br /></li>
3a7828ac 369 * </ul>
370 *
371 *
372 * <b>How do I export animations?</b>
373 *
374 * <ul>
375- * Before exporting your animations, make sure you've already exported your
376- * skeleton.
377+ * <li>Before exporting your animations, make sure you've already exported your
f2323723 378+ * skeleton.<br />
3a7828ac 379 *
380 * Once you've got your character animated, take your character out of Figure
381 * Mode, go to File->Export and choose the Cal3D Animation exporter. You'll
382 * have the option of a number of frames per second and the selection of
383- * individual keyframes to use in the animation.
f2323723 384+ * individual keyframes to use in the animation.<br />
3a7828ac 385 *
386 * Like mesh exporting, you'll be asked to find the Cal3D skeleton file (.csf)
387- * that the character is based on.
388+ * that the character is based on. </li>
389 * </ul>
390 *
391 *
392 * <b>Why does the exporter crash?</b>
393 *
394 * <ul>
395- * Usually this is a result of having things selected that you shouldn't have.
396+ * <li>Usually this is a result of having things selected that you shouldn't have.
397 * There can also be crashes caused by mis-named materials or failing to
398- * collapse the modifer stack before exporting.
399+ * collapse the modifer stack before exporting.</li>
400 * </ul>
401 *
402 *
403 * <b>Is there an exporter for Maya or Blender?</b>
404 *
405 * <ul>
406- * Jiba at <a href="http://oomadness.tuxfamily.org">OOMadness</a> has released
407+ * <li>Jiba at <a href="http://oomadness.tuxfamily.org">OOMadness</a> has released
408 * a GPL'd Python script that allows Blender users to export Cal3D objects. Find
409- * it here: http://oomadness.tuxfamily.org/en/blender2cal3d/index.html
f2323723 410+ * it here: http://oomadness.tuxfamily.org/en/blender2cal3d/index.html<br />
3a7828ac 411 *
412 * There have been rumors of people working on a Cal3D exporter for Maya, but
413- * it has not been released yet.
414+ * it has not been released yet.</li>
415 * </ul>
416 *
417 * <b>How do I convert an IK-Solver animation in 3D Studio MAX to a keyframe animation?</b>
418 *
419 * <ul>
420- * To do this, you need to collapse the bone trajectories. Select all of the model's
421+ * <li>To do this, you need to collapse the bone trajectories. Select all of the model's
422 * bones. Open the Motion panel, and then the Trajectories tab. Click the Collapse
423- * button.
424+ * button.</li>
425 * </ul>
426 *
427 * <b>What's with these RAW image files?</b>
428 *
429 * <ul>
430- * Previous to version 0.9, the textures for the Paladin sample model were
431+ * <li>Previous to version 0.9, the textures for the Paladin sample model were
432 * contained in a RAW image file format. The current developers are not sure
433 * where they originated from, but they have (as of version 0.9) been converted
434- * to TGA files.
f2323723 435+ * to TGA files.<br />
3a7828ac 436 *
437- * These old RAW files are no longer supported or necessary.
438+ * These old RAW files are no longer supported or necessary.</li>
439 * </ul>
440 *
441 *
f2323723 442@@ -350,79 +350,79 @@
3a7828ac 443 * <b>Are there Python bindings for Cal3D?</b>
444 *
445 * <ul>
446- * Yes. The Py3D project has Python bindings for Cal3D. You can get them at
447- * the Py3D website:
448+ * <li>Yes. The Py3D project has Python bindings for Cal3D. You can get them at
f2323723 449+ * the Py3D website:<br />
3a7828ac 450 *
451- * http://www.py3d.org/pycal3d
452+ * http://www.py3d.org/pycal3d</li>
453 * </ul>
454 *
455 *
456 * <b>What coordinate system does Cal3D use?</b>
457 *
458 * <ul>
459- * Cal3D characters exported from a modeling package such as 3DSMax or
460+ * <li>Cal3D characters exported from a modeling package such as 3DSMax or
461 * Milkshape will be in the same coordinate system as the package. For
462 * instance, a model exported from MAX and loaded for use in an OpenGL
463 * application will require a -90 degree rotation about the X-axis to be
464- * converted to the OpenGL coordinate system.
f2323723 465+ * converted to the OpenGL coordinate system.<br /><br />
3a7828ac 466 *
467 * It should also be noted that Cal3D's math classes assume a left-handed
468 * rotation system. Right-handed systems are much more common, so this is not
469 * a minor detail. Think of it like this: take your right hand and point your
470 * thumb straight up while curling your fingers a bit - kind of like you're
471- * holding a coffee mug.
f2323723 472+ * holding a coffee mug.<br /><br />
3a7828ac 473 *
474 * Your thumb is the vector axis of rotation. If you have a positive-value
475 * rotation, you will be rotating counter-clockwise about your thumb's axis.
476- * If you have a negative-value rotation, you'll be rotating clockwise.
f2323723 477+ * If you have a negative-value rotation, you'll be rotating clockwise.<br /><br />
3a7828ac 478 *
479 * Now do the same thing, but with your left hand. Note that your fingers now
480 * curl around clockwise. So with positive rotation values in a left-handed
481 * system, you get a clockwise rotation. This is the opposite of the right-
482- * handed system.
483+ * handed system.</li>
484 * </ul>
485 *
486 * <b>Why are there classes and core classes?</b>
487 *
488 * <ul>
489- * In practical applications, there may be many different instances of a single
490+ * <li>In practical applications, there may be many different instances of a single
491 * type of character. For instance, your game might pit the hero against an
492 * army of robots. Some of these robots might look identical, and can then
493 * share data with each other rather than having a separate copy of it for each
494- * robot.
f2323723 495+ * robot.<br /><br />
3a7828ac 496 *
497 * The core objects (skeleton, meshes, materials, bones, etc.) contain the data
498 * that will not change at runtime and can therefore be shared between multiple
499 * independent characters. The non-core classes contain data about things that
500 * frequently change, such as the animation state and mesh data. This allows
501 * the instances to share data and still be able to be animated independent of
502- * one another.
503+ * one another.</li>
504 * </ul>
505 *
506 *
507 * <b>Can I integrate Cal3D with a scenegraph like OSG or OpenSG?</b>
508 *
509 * <ul>
510- * There are a few ways to get your Cal3D characters working within an
511- * application that uses a scene graph.
512+ * <li>There are a few ways to get your Cal3D characters working within an
f2323723 513+ * application that uses a scene graph.<br /><br />
3a7828ac 514 *
515 * The easiest way is to simply draw your characters using OpenGL after you've
516 * drawn your scene graph. This can be inefficient, however, because you lose
517 * the culling features that the scenegraph provides. Plus you need to be very
518 * careful about the OpenGL state, which is changed by the scene graph
519- * constantly.
f2323723 520+ * constantly.<br /><br />
3a7828ac 521 *
522 * Most major scene graphs support draw callback functions. Using these, you
523 * can basically attach a Cal3D character to a node inside the scene graph and
524 * the character can be drawn (using your OpenGL commands) automatically as the
525 * scene graph is traversed. This approach requires a little more work, and
526- * will be different depending on the specific scene graph you're using.
f2323723 527+ * will be different depending on the specific scene graph you're using.<br /><br />
3a7828ac 528 *
529 * If you're interested in using OpenSceneGraph, there's a Sourceforge project
530 * called osgCal that provides an adapter to put Cal3D models into OSG
531- * applications. Find it here:
f2323723 532+ * applications. Find it here:<br /><br />
3a7828ac 533 *
534- * http://osgcal.sourceforge.net
535+ * http://osgcal.sourceforge.net</li>
536 * </ul>
537 *
538 *
f2323723 539@@ -432,48 +432,48 @@
3a7828ac 540 * <b>What's with these missing DLL errors when I run the Cally demo?</b>
541 *
542 * <ul>
543- * You may have gotten a message pop-up saying that the MSVCP70.dll file could
544- * not be found when trying to run the Cally demo.
545+ * <li>You may have gotten a message pop-up saying that the MSVCP70.dll file could
f2323723 546+ * not be found when trying to run the Cally demo.<br /><br />
3a7828ac 547 *
548 * The Windows binaries for the 0.9 version of Cal3d (and the demo) were compiled
549 * with Visual Studio .NET (VC70). Non-XP versions of Windows may not have the
550- * right C/C++ runtime DLLs that are needed.
f2323723 551+ * right C/C++ runtime DLLs that are needed.<br /><br />
3a7828ac 552 *
553 * These are available as part of Microsoft's .NET Framework package, which can
554- * be downloaded from here:
f2323723 555+ * be downloaded from here:<br /><br />
3a7828ac 556 *
557- * http://msdn.microsoft.com/netframework/downloads/howtoget.aspx
558+ * http://msdn.microsoft.com/netframework/downloads/howtoget.aspx</li>
559 * </ul>
560 *
561 *
562 * <b>What do I need to compile the exporters in Windows?</b>
563 *
564 * <ul>
565- * In order to compile the 3D Studio MAX exporter, you need the 3DSMax SDK
566+ * <li>In order to compile the 3D Studio MAX exporter, you need the 3DSMax SDK
567 * (Software Development Kit) and the Character Studio SDK. When you install
568 * MAX and/or Character Studio, there will be an option to also install the
569- * SDKs.
f2323723 570+ * SDKs.<br /><br />
3a7828ac 571 *
572 * For the Milkshape exporter, you need to get the Milkshape SDK, which is
573- * available separately from their website:
f2323723 574+ * available separately from their website:<br /><br />
3a7828ac 575 *
576- * http://www.swissquake.ch/chumbalum-soft/ms3d/download.html
577+ * http://www.swissquake.ch/chumbalum-soft/ms3d/download.html</li>
578 * </ul>
579 *
580 *
581 * <b>Where is the biped.h / bipexp.h / phyexp.h file?</b>
582 *
583 * <ul>
584- * You need to have the Character Studio SDK installed, which contains these
585- * header files.
586+ * <li>You need to have the Character Studio SDK installed, which contains these
587+ * header files.</li>
588 * </ul>
589 *
590 *
591 * <b>Do I need a specific version of 3D Studio MAX to use the exporters?</b>
592 *
593 * <ul>
594- * Cal3D's exporters are known to work with 3DSMax 3, 4, and 5. This includes
595- * Character Studio 4 as well.
596+ * <li>Cal3D's exporters are known to work with 3DSMax 3, 4, and 5. This includes
597+ * Character Studio 4 as well.</li>
598 * </ul>
599 *
600 *
601diff -urN cal3d-0.9.1.orig/docs/guide_architecture.sgml cal3d-0.9.1/docs/guide_architecture.sgml
602--- cal3d-0.9.1.orig/docs/guide_architecture.sgml 2004-05-31 19:07:22.346376024 +0200
603+++ cal3d-0.9.1/docs/guide_architecture.sgml 2004-05-31 20:41:44.812550320 +0200
604@@ -49,28 +49,28 @@
605 <listitem>
606 <para>
607 The hierarchical structure, see
608- <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE">
609+ <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE"/>
610 for details.
611 </para>
612 </listitem>
613 <listitem>
614 <para>
615 The motion data, see
616- <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE">
617+ <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE"/>
618 for details.
619 </para>
620 </listitem>
621 <listitem>
622 <para>
623 The surface properties, see
624- <xref linkend="materials" endterm="materialsTITLE">
625+ <xref linkend="materials" endterm="materialsTITLE"/>
626 for details.
627 </para>
628 </listitem>
629 <listitem>
630 <para>
631 The body parts, see
632- <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE">
633+ <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE"/>
634 for details.
635 </para>
636 </listitem>
637@@ -81,7 +81,7 @@
638 <title>Core Classes</title>
639 <mediaobject>
640 <imageobject>
641- <imagedata align="center" fileref="../guide_classes_2.gif">
642+ <imagedata align="center" fileref="../guide_classes_2.gif"/>
643 </imageobject>
644 <textobject>
645 <phrase>Core Classes</phrase>
646@@ -100,21 +100,21 @@
647 <listitem>
648 <para>
649 The current state of the skeleton, see
650- <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE">
651+ <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE"/>
652 for details.
653 </para>
654 </listitem>
655 <listitem>
656 <para>
657 The active set of animations, see
658- <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE">
659+ <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE"/>
660 for details.
661 </para>
662 </listitem>
663 <listitem>
664 <para>
665 The attached body parts, see
666- <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE">
667+ <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE"/>
668 for details.
669 </para>
670 </listitem>
671@@ -127,7 +127,7 @@
672 <listitem>
673 <para>
674 The motion control, see
675- <xref linkend="mixer" endterm="mixerTITLE">
676+ <xref linkend="mixer" endterm="mixerTITLE"/>
677 for details.
678 </para>
679 </listitem>
680@@ -144,7 +144,7 @@
681 <listitem>
682 <para>
683 The rendering interface, see
684- <xref linkend="renderer" endterm="rendererTITLE">
685+ <xref linkend="renderer" endterm="rendererTITLE"/>
686 for details.
687 </para>
688 </listitem>
689@@ -155,7 +155,7 @@
690 <title>Instance Classes</title>
691 <mediaobject>
692 <imageobject>
693- <imagedata align="center" fileref="../guide_classes_3.gif">
694+ <imagedata align="center" fileref="../guide_classes_3.gif"/>
695 </imageobject>
696 <textobject>
697 <phrase>Instance Classes</phrase>
698@@ -173,14 +173,14 @@
699 <listitem>
700 <para>
701 The math components, see
702- <xref linkend="vectorsquaternions" endterm="vectorsquaternionsTITLE">
703+ <xref linkend="vectorsquaternions" endterm="vectorsquaternionsTITLE"/>
704 for details.
705 </para>
706 </listitem>
707 <listitem>
708 <para>
709 The error handling, see
710- <xref linkend="errorhandling" endterm="errorhandlingTITLE">
711+ <xref linkend="errorhandling" endterm="errorhandlingTITLE"/>
712 for details.
713 </para>
714 </listitem>
715@@ -201,7 +201,7 @@
716 <title>Miscellaneous Classes</title>
717 <mediaobject>
718 <imageobject>
719- <imagedata align="center" fileref="../guide_classes_1.gif">
720+ <imagedata align="center" fileref="../guide_classes_1.gif"/>
721 </imageobject>
722 <textobject>
723 <phrase>Miscellaneous Classes</phrase>
724@@ -253,7 +253,7 @@
725 <title>Animation Pipeline</title>
726 <mediaobject>
727 <imageobject>
728- <imagedata align="center" fileref="../guide_pipeline.gif">
729+ <imagedata align="center" fileref="../guide_pipeline.gif"/>
730 </imageobject>
731 <textobject>
732 <phrase>Animation Pipeline</phrase>
733@@ -297,7 +297,7 @@
734 <title>The skinned Cally model</title>
735 <mediaobject>
736 <imageobject>
737- <imagedata align="center" fileref="../guide_phases.gif">
738+ <imagedata align="center" fileref="../guide_phases.gif"/>
739 </imageobject>
740 <textobject>
741 <phrase>The skinned Cally model</phrase>
742@@ -337,7 +337,7 @@
743 have a fully animated model. The waving animation will only be defined locally,
744 so only tracks for the right hand, arm, shoulder and probably neck and head are
745 stored within. This selective inclusion allows a powerful blending and overlay
746- mechanism as we will see in <xref linkend="mixer" endterm="mixerTITLE">.
747+ mechanism as we will see in <xref linkend="mixer" endterm="mixerTITLE"/>.
748 </para>
749 </example>
750
751@@ -358,7 +358,7 @@
752 </sect1>
753
754 <sect1 id="mixer">
755- <title id="mixerTitle">The 'Mixer'</title>
756+ <title id="mixerTITLE">The 'Mixer'</title>
757 <para>
758 The Cal3D library provides a powerful and flexible, yet easy-to-use animation
759 control system through the so called 'Mixer'. This helper class handles the
760@@ -459,7 +459,7 @@
761 </para>
762
763 <para>
764- As described in <xref linkend="meshessubmeshes" endterm="meshessubmeshesTITLE">,
765+ As described in <xref linkend="meshessubmeshes" endterm="meshessubmeshesTITLE"/>,
766 every part of the core model (every submesh to be more exact) has a material
767 thread assigned. You can now very easily change the look of a model instance,
768 by simply select a new current material set for its parts. The Cal3D library is
3a7828ac 769diff -urN cal3d-0.9.1.orig/docs/guide.sgml cal3d-0.9.1/docs/guide.sgml
770--- cal3d-0.9.1.orig/docs/guide.sgml 2004-05-31 19:07:22.346376024 +0200
771+++ cal3d-0.9.1/docs/guide.sgml 2004-05-31 20:18:00.142133144 +0200
772@@ -1,4 +1,4 @@
773-<!DOCTYPE BOOK PUBLIC "-//OASIS//DTD DocBook V3.1//EN" [
774+<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN" "http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd" [
775 <!ENTITY guideintroduction SYSTEM "guide_introduction.sgml">
776 <!ENTITY guidesetup SYSTEM "guide_setup.sgml">
777 <!ENTITY guidedecisions SYSTEM "guide_decisions.sgml">
778@@ -47,7 +47,7 @@
779 Permission is granted to copy, distribute and/or modify this document
780 under the terms of the GNU Free Documentation License, Version 1.1
781 or any later version published by the Free Software Foundation.
782- A copy of the license is included in <xref linkend="gfdl">.
783+ A copy of the license is included in <xref linkend="gfdl"/>.
784 </para>
785 </blockquote>
786 </para>
787diff -urN cal3d-0.9.1.orig/docs/guide_usage.sgml cal3d-0.9.1/docs/guide_usage.sgml
788--- cal3d-0.9.1.orig/docs/guide_usage.sgml 2004-05-31 19:07:22.347375872 +0200
789+++ cal3d-0.9.1/docs/guide_usage.sgml 2004-05-31 20:21:45.938806832 +0200
790@@ -28,7 +28,7 @@
791 <para>
792 In addition your project has to be linked to the Cal3D library code to be built properly.
793 This requires a successfully compiled Cal3D library. See
794- <xref linkend="compilation" endterm="compilationTITLE"> for details.
795+ <xref linkend="compilation" endterm="compilationTITLE"/> for details.
796 </para>
797 </sect1>
798
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