--- /dev/null
+diff -urN cal3d-0.9.1.orig/docs/faq/cal3dfaq.doxygen cal3d-0.9.1/docs/faq/cal3dfaq.doxygen
+--- cal3d-0.9.1.orig/docs/faq/cal3dfaq.doxygen 2004-05-31 19:07:22.345376176 +0200
++++ cal3d-0.9.1/docs/faq/cal3dfaq.doxygen 2004-05-31 20:00:13.900226552 +0200
+@@ -18,178 +18,178 @@
+ * <b>What is Cal3D?</b>
+ *
+ * <ul>
+- * Cal3D is a skeletal based 3D character animation library written in C++
++ * <li>Cal3D is a skeletal based 3D character animation library written in C++
+ * in a way that is both platform-independent and graphics API-independent.
+ * It was originally designed to be used in a 3D client for Worldforge, but
+ * evolved into a stand-alone product which can be used in many different
+- * kinds of projects.
++ * kinds of projects.</li>
+ *
+- * Cal3D's essentials can be boiled down to 2 parts: the C++ library and the
++ * <li>Cal3D's essentials can be boiled down to 2 parts: the C++ library and the
+ * exporter. The exporter is what you would use to take your characters
+ * (built in a 3D modeling package) and create the Cal3D-format files that
+ * the library knows how to load. The exporters are actually plug-ins for 3D
+ * modeling packages. This allows 3D artists to use the modeling tools that
+- * they're already comfortable with.
++ * they're already comfortable with.</li>
+ *
+- * The C++ library is what you would actually use in your application, whether
++ * <li>The C++ library is what you would actually use in your application, whether
+ * it's a game or a VR application. The library provides methods to load your
+ * exported files, build characters, run animations, and access the data
+- * necessary to render them with 3D graphics.
++ * necessary to render them with 3D graphics.</li>
+ * </ul>
+ *
+ * <b>What can I do with Cal3D?</b>
+ *
+ * <ul>
+- * Primarily, Cal3D is useful for putting animated 3D characters into your
+- * interactive graphical applications.
++ * <li>Primarily, Cal3D is useful for putting animated 3D characters into your
++ * interactive graphical applications.</li>
+ *
+- * The exporters provide a bridge for users to take their characters created
++ * <li>The exporters provide a bridge for users to take their characters created
+ * in a 3D modeling package to their own applications, where they will have
+- * control over the characters' actions.
++ * control over the characters' actions.</li>
+ *
+- * Cal3D can perform animation blending. This means that you can execute
++ * <li>Cal3D can perform animation blending. This means that you can execute
+ * multiple animations at the same time and Cal3D will blend them together
+ * smoothly. This effect is best demonstrated in the Cally Demo, where the
+ * walking, running, and strutting animations can be blended together in any
+- * ratio to get a wide variety of movement characteristics.
++ * ratio to get a wide variety of movement characteristics.</li>
+ *
+- * Cal3D also provides an automatic level-of-detail control, which allows you
++ * <li>Cal3D also provides an automatic level-of-detail control, which allows you
+ * to scale back the number of polygons that make up your character at runtime.
+ * This can be a good performance boost when your character is farther away
+- * and the lower detail isn't noticable to the viewer.
++ * and the lower detail isn't noticable to the viewer.</li>
+ *
+- * With a little work, you can fully manipulate the individual parts of your
++ * <li>With a little work, you can fully manipulate the individual parts of your
+ * characters. This is useful when you want to create truly dynamic motion at
+ * runtime without the aid of predefined animations. For instance, if you
+ * wanted your character's head to turn as a car goes past him, you could
+- * control the head's rotation directly to keep facing the moving car.
++ * control the head's rotation directly to keep facing the moving car.</li>
+ * </ul>
+ *
+ * <b>What DOESN'T Cal3D do?</b>
+ *
+ * <ul>
+- * Cal3D doesn't do graphics. The users are responsible for making a bridge
++ * <li>Cal3D doesn't do graphics. The users are responsible for making a bridge
+ * between Cal3D and whatever graphics API they want to use. This includes
+ * things like loading textures, handling materials, and rendering the models
+- * to the screen.
++ * to the screen.</li>
+ *
+- * The source code for the Cal3D miniviewers is a good place to start, as it
++ * <li>The source code for the Cal3D miniviewers is a good place to start, as it
+ * provides a full implementation for both OpenGL and Direct 3D graphics APIs
+- * that you can adapt for your own purposes.
++ * that you can adapt for your own purposes.</li>
+ *
+- * Cal3D can't help you make animated models. Making a decent character will
++ * <li>Cal3D can't help you make animated models. Making a decent character will
+ * require the use of a modeling package like 3D Studio MAX, using the tools
+ * that it provides. Making a really excellent character requires a talented
+- * artist.
++ * artist.</li>
+ *
+- * Cal3D doesn't load configuration files. This is a responsibility left
++ * <li>Cal3D doesn't load configuration files. This is a responsibility left
+ * on the users' shoulders for another degree of flexibility. And again, an
+- * example of how to do this is contained in the miniviewer examples.
++ * example of how to do this is contained in the miniviewer examples.<li>
+ * </ul>
+ *
+ * <b>Is Cal3D stable enough to use in a game?</b>
+ *
+ * <ul>
+- * Yes, Cal3D is quite stable and efficient enough for a lot of games. Several
+- * published games have used Cal3D successfully.
++ * <li>Yes, Cal3D is quite stable and efficient enough for a lot of games. Several
++ * published games have used Cal3D successfully.</li>
+ * </ul>
+ *
+ * <b>How fast is Cal3D?</b>
+ * <ul>
+- * This is a fairly subjective question, as Cal3D's speed is highly dependent
++ * <li>This is a fairly subjective question, as Cal3D's speed is highly dependent
+ * on things not controlled by Cal3D. Developer choices like which graphics API
+ * to use can impact the speed, as well as using GPU programming languages. The
+ * complexity of the models plays a big role in this as well - not only the
+- * polygon count, but also the complexity of the underlying skeletal structure.
++ * polygon count, but also the complexity of the underlying skeletal structure.</li>
+ *
+- * Cal3D is certainly capable of operating fast enough for many practical
++ * <li>Cal3D is certainly capable of operating fast enough for many practical
+ * applications and games. While we don't have an official benchmark, tests
+ * have been done in the past involving 20-30 characters at a time and
+- * reasonable framerates were achieved.
++ * reasonable framerates were achieved.</li>
+ * </ul>
+ *
+ * <b>Can I use Cal3D for a commercial product?</b>
+ *
+ * <ul>
+- * The short answer is yes. Cal3D is released under the Lesser GNU Public
++ * <li>The short answer is yes. Cal3D is released under the Lesser GNU Public
+ * License (LGPL), which allows you to link in the Cal3D library for your
+- * commercial game or simulator or whatever.
++ * commercial game or simulator or whatever.</li>
+ *
+- * The catch, however, is that if you make <i>changes</i> to Cal3D and use
+- * them, you are obligated to release the source code under the same license.
++ * <li>The catch, however, is that if you make <i>changes</i> to Cal3D and use
++ * them, you are obligated to release the source code under the same license.</li>
+ * </ul>
+ *
+ *
+ * <b>What operating systems does Cal3D work on?</b>
+ *
+ * <ul>
+- * Cal3D is written to be cross-platform. It works on Windows, SGI Irix,
+- * various flavors of Linux, Mac OS X, etc.
++ * <li>Cal3D is written to be cross-platform. It works on Windows, SGI Irix,
++ * various flavors of Linux, Mac OS X, etc.</li>
+ *
+- * Basically all you need is a decent C++ compiler with standard template
++ * <li>Basically all you need is a decent C++ compiler with standard template
+ * library support. If you want to use the build system, you either need
+- * Visual Studio on Windows, or GNU's autotools on *nix systems.
++ * Visual Studio on Windows, or GNU's autotools on *nix systems.</li>
+ * </ul>
+ *
+ *
+ * <b>Can I use Cal3D with OpenGL / Direct3D / etc?</b>
+ *
+ * <ul>
+- * Cal3D is designed to be independent of any graphics API such as OpenGL or
++ * <li>Cal3D is designed to be independent of any graphics API such as OpenGL or
+ * DirectX. While this makes Cal3D more flexible, it does put a little more
+- * work on the users.
++ * work on the users.</li>
+ *
+- * We have several examples of our miniviewer application that can show you
++ * <li>We have several examples of our miniviewer application that can show you
+ * how to use Cal3D with various graphics APIs such as OpenGL, Direct 3D, or
+- * even shader languages.
++ * even shader languages.</li>
+ *
+- * Keep in mind that these examples only show one way how to do it; you are
++ * <li>Keep in mind that these examples only show one way how to do it; you are
+ * free to develop your own methods and techniques specific to your
+- * application.
++ * application.</li>
+ * </ul>
+ *
+ *
+ * <b>Who else is using Cal3D?</b>
+ *
+ * <ul>
+- * <b><i>Worldforge</i></b> - http://www.worldforge.org - This is an open source project
++ * <li><b><i>Worldforge</i></b> - http://www.worldforge.org - This is an open source project
+ * aimed at developing tools for massive-multiplayer online games. Cal3D was
+- * originally a part of Worldforge, but became a standalone tool.
++ * originally a part of Worldforge, but became a standalone tool.</li>
+ *
+- * <b><i>A Tale in the Desert</i></b> - http://www.atitd.com - ATITD is a very unique
++ * <li><b><i>A Tale in the Desert</i></b> - http://www.atitd.com - ATITD is a very unique
+ * massive-multiplayer online roleplaying game where strategy and management
+ * take precedence over traditional combat. eGenesis used a derivative of Cal3D
+- * that they developed, which is also available on their "download" page.
++ * that they developed, which is also available on their "download" page.</li>
+ *
+- * <b><i>Desert Rats</i></b> - http://www.valusoft.com/products/desertrats.html - A WW2
++ * <li><b><i>Desert Rats</i></b> - http://www.valusoft.com/products/desertrats.html - A WW2
+ * action game where you fight the Nazis in northern Africa from a heavily
+- * armed jeep.
++ * armed jeep.</li>
+ *
+- * <b><i>Neverending ODC</i></b> - http://ne-odc.sourceforge.net - Tools to design and edit
+- * massive 3D fantasy worlds.
++ * <li><b><i>Neverending ODC</i></b> - http://ne-odc.sourceforge.net - Tools to design and edit
++ * massive 3D fantasy worlds.</li>
+ *
+- * <b><i>The Nebula Device</i></b> - http://nebuladevice.sourceforge.net/cgi-bin/twiki/view/Nebula/NCal3DPackage
++ * <li><b><i>The Nebula Device</i></b> - http://nebuladevice.sourceforge.net/cgi-bin/twiki/view/Nebula/NCal3DPackage
+ * - An open source 3D game/visualization engine designed to be highly scriptable.
+ * Their package, nCal3D, allows Nebula users to easily integrate Cal3D into their
+- * own applications.
++ * own applications.</li>
+ *
+- * <b><i>Project FY</i></b> - http://fysoftware.com - A game still in development
++ * <li><b><i>Project FY</i></b> - http://fysoftware.com - A game still in development
+ * featuring a 3D engine capable of handling both indoor and outdoor environments
+- * and transitioning seamlessly between them.
++ * and transitioning seamlessly between them.</li>
+ *
+- * If you know of anyone else using Cal3D, let us know!
++ * <li>If you know of anyone else using Cal3D, let us know!</li>
+ * </ul>
+ *
+ * <b>Can I just load my 3D Studio MAX files directly into Cal3D?</b>
+ *
+ * <ul>
+- * No. You have to export your character to Cal3D-format files. There are many
++ * <li>No. You have to export your character to Cal3D-format files. There are many
+ * different things besides just animated figures that can be included in a
+ * 3DS file, and to make the Cal3D library sort these things out automagically
+- * would be an incredibly difficult task.
++ * would be an incredibly difficult task.</li>
+ *
+- * Plus, you can only have a single animation stored in a 3DS file and
+- * characters will typically have a variety of animations to choose from.
++ * <li>Plus, you can only have a single animation stored in a 3DS file and
++ * characters will typically have a variety of animations to choose from.</li>
+ * </ul>
+ *
+ * <a name="MODELING"></a>
+@@ -198,131 +198,131 @@
+ * <b>How do I make new characters?</b>
+ *
+ * <ul>
+- * This is a job for an artist. Generally, one would create a mesh model of
++ * <li>This is a job for an artist. Generally, one would create a mesh model of
+ * a character, create a skeletal system for it, animate it, and then export
+ * all of the pieces using the Cal3D exporters. (Skeleton, meshes, materials,
+- * and animations)
++ * and animations)</li>
+ * </ul>
+ *
+ * <b>What modeling packages does Cal3D support?</b>
+ *
+ * <ul>
+- * We currently have exporters for 3D Studio MAX and Milkshape 3D.
++ * <li>We currently have exporters for 3D Studio MAX and Milkshape 3D.</li>
+ *
+- * 3D Studio MAX - http://www.discreet.com/products/3dsmax<br>
+- * Milkshape 3D - http://www.swissquake.ch/chumbalum-soft
++ * <li>3D Studio MAX - http://www.discreet.com/products/3dsmax<br>
++ * Milkshape 3D - http://www.swissquake.ch/chumbalum-soft</li>
+ * </ul>
+ *
+ *
+ * <b>How do I export a character from 3D Studio MAX to Cal3D?</b>
+ *
+- * <ul>
+- * 1. First, export the skeleton.
++ * <ol>
++ * <li>First, export the skeleton.<br>
+ *
+- * The remaining steps can be performed in any order:
++ * The remaining steps can be performed in any order:</li>
+ *
+- * 2. Export the mesh or meshes.
++ * <li>Export the mesh or meshes.</li>
+ *
+- * 3. Export the materials.
++ * <li>Export the materials.</li>
+ *
+- * 4. Export the animations.
+- * </ul>
++ * <li>Export the animations.</li>
++ * </ol>
+ *
+ *
+ * <b>How do I export a skeleton?</b>
+ *
+ * <ul>
+- * First, you need to select the skeleton (and ONLY the skeleton). Then go to
++ * <li>First, you need to select the skeleton (and ONLY the skeleton). Then go to
+ * File->Export and select the Cal3D Skeleton exporter. You will be asked to
+ * choose from a list of bones. It's possible for each bone to appear more than
+- * once in the list, so make sure you only select each bone ONCE.
++ * once in the list, so make sure you only select each bone ONCE.</li>
+ * </ul>
+ *
+ *
+ * <b>How do I export meshes?</b>
+ *
+ * <ul>
+- * Before exporting your mesh(es), make sure you've already exported your
++ * <li>Before exporting your mesh(es), make sure you've already exported your
+ * skeleton. And if your character has more than one mesh, you'll need to
+- * export each mesh separately. Be sure to select just one mesh at a time.
++ * export each mesh separately. Be sure to select just one mesh at a time.</li>
+ *
+- * Once you're got your mesh selected, go to File->Export and choose the Cal3D
++ * <li>Once you're got your mesh selected, go to File->Export and choose the Cal3D
+ * Mesh exporter. You will be asked to locate a skeleton file. Pick the
+ * skeleton file (.csf) that was exported based on the same character as your
+- * mesh.
++ * mesh.</li>
+ * </ul>
+ *
+ *
+ * <b>How do I export materials?</b>
+ *
+ * <ul>
+- * There are some tricks to this. The main thing is that the materials have to
++ * <li>There are some tricks to this. The main thing is that the materials have to
+ * be named properly. Each material name that the character uses needs to end
+- * with a number enclosed in brackets, starting with 0 and going up.
++ * with a number enclosed in brackets, starting with 0 and going up.<br><br>
+ *
+ * For instance, if a character has materials for skin, shirt, face, and hat,
+- * them the materials should be named like this:
++ * them the materials should be named like this:<br>
+ *
+ * skin [0]<br>
+ * shirt [1]<br>
+ * face [2]<br>
+- * hat [3]<br>
++ * hat [3]<br></li>
+ * </ul>
+ *
+ *
+ * <b>How do I export animations?</b>
+ *
+ * <ul>
+- * Before exporting your animations, make sure you've already exported your
+- * skeleton.
++ * <li>Before exporting your animations, make sure you've already exported your
++ * skeleton.<br>
+ *
+ * Once you've got your character animated, take your character out of Figure
+ * Mode, go to File->Export and choose the Cal3D Animation exporter. You'll
+ * have the option of a number of frames per second and the selection of
+- * individual keyframes to use in the animation.
++ * individual keyframes to use in the animation.<br>
+ *
+ * Like mesh exporting, you'll be asked to find the Cal3D skeleton file (.csf)
+- * that the character is based on.
++ * that the character is based on. </li>
+ * </ul>
+ *
+ *
+ * <b>Why does the exporter crash?</b>
+ *
+ * <ul>
+- * Usually this is a result of having things selected that you shouldn't have.
++ * <li>Usually this is a result of having things selected that you shouldn't have.
+ * There can also be crashes caused by mis-named materials or failing to
+- * collapse the modifer stack before exporting.
++ * collapse the modifer stack before exporting.</li>
+ * </ul>
+ *
+ *
+ * <b>Is there an exporter for Maya or Blender?</b>
+ *
+ * <ul>
+- * Jiba at <a href="http://oomadness.tuxfamily.org">OOMadness</a> has released
++ * <li>Jiba at <a href="http://oomadness.tuxfamily.org">OOMadness</a> has released
+ * a GPL'd Python script that allows Blender users to export Cal3D objects. Find
+- * it here: http://oomadness.tuxfamily.org/en/blender2cal3d/index.html
++ * it here: http://oomadness.tuxfamily.org/en/blender2cal3d/index.html<br>
+ *
+ * There have been rumors of people working on a Cal3D exporter for Maya, but
+- * it has not been released yet.
++ * it has not been released yet.</li>
+ * </ul>
+ *
+ * <b>How do I convert an IK-Solver animation in 3D Studio MAX to a keyframe animation?</b>
+ *
+ * <ul>
+- * To do this, you need to collapse the bone trajectories. Select all of the model's
++ * <li>To do this, you need to collapse the bone trajectories. Select all of the model's
+ * bones. Open the Motion panel, and then the Trajectories tab. Click the Collapse
+- * button.
++ * button.</li>
+ * </ul>
+ *
+ * <b>What's with these RAW image files?</b>
+ *
+ * <ul>
+- * Previous to version 0.9, the textures for the Paladin sample model were
++ * <li>Previous to version 0.9, the textures for the Paladin sample model were
+ * contained in a RAW image file format. The current developers are not sure
+ * where they originated from, but they have (as of version 0.9) been converted
+- * to TGA files.
++ * to TGA files.<br>
+ *
+- * These old RAW files are no longer supported or necessary.
++ * These old RAW files are no longer supported or necessary.</li>
+ * </ul>
+ *
+ *
+@@ -332,79 +332,79 @@
+ * <b>Are there Python bindings for Cal3D?</b>
+ *
+ * <ul>
+- * Yes. The Py3D project has Python bindings for Cal3D. You can get them at
+- * the Py3D website:
++ * <li>Yes. The Py3D project has Python bindings for Cal3D. You can get them at
++ * the Py3D website:<br>
+ *
+- * http://www.py3d.org/pycal3d
++ * http://www.py3d.org/pycal3d</li>
+ * </ul>
+ *
+ *
+ * <b>What coordinate system does Cal3D use?</b>
+ *
+ * <ul>
+- * Cal3D characters exported from a modeling package such as 3DSMax or
++ * <li>Cal3D characters exported from a modeling package such as 3DSMax or
+ * Milkshape will be in the same coordinate system as the package. For
+ * instance, a model exported from MAX and loaded for use in an OpenGL
+ * application will require a -90 degree rotation about the X-axis to be
+- * converted to the OpenGL coordinate system.
++ * converted to the OpenGL coordinate system.<br><br>
+ *
+ * It should also be noted that Cal3D's math classes assume a left-handed
+ * rotation system. Right-handed systems are much more common, so this is not
+ * a minor detail. Think of it like this: take your right hand and point your
+ * thumb straight up while curling your fingers a bit - kind of like you're
+- * holding a coffee mug.
++ * holding a coffee mug.<br><br>
+ *
+ * Your thumb is the vector axis of rotation. If you have a positive-value
+ * rotation, you will be rotating counter-clockwise about your thumb's axis.
+- * If you have a negative-value rotation, you'll be rotating clockwise.
++ * If you have a negative-value rotation, you'll be rotating clockwise.<br><br>
+ *
+ * Now do the same thing, but with your left hand. Note that your fingers now
+ * curl around clockwise. So with positive rotation values in a left-handed
+ * system, you get a clockwise rotation. This is the opposite of the right-
+- * handed system.
++ * handed system.</li>
+ * </ul>
+ *
+ * <b>Why are there classes and core classes?</b>
+ *
+ * <ul>
+- * In practical applications, there may be many different instances of a single
++ * <li>In practical applications, there may be many different instances of a single
+ * type of character. For instance, your game might pit the hero against an
+ * army of robots. Some of these robots might look identical, and can then
+ * share data with each other rather than having a separate copy of it for each
+- * robot.
++ * robot.<br><br>
+ *
+ * The core objects (skeleton, meshes, materials, bones, etc.) contain the data
+ * that will not change at runtime and can therefore be shared between multiple
+ * independent characters. The non-core classes contain data about things that
+ * frequently change, such as the animation state and mesh data. This allows
+ * the instances to share data and still be able to be animated independent of
+- * one another.
++ * one another.</li>
+ * </ul>
+ *
+ *
+ * <b>Can I integrate Cal3D with a scenegraph like OSG or OpenSG?</b>
+ *
+ * <ul>
+- * There are a few ways to get your Cal3D characters working within an
+- * application that uses a scene graph.
++ * <li>There are a few ways to get your Cal3D characters working within an
++ * application that uses a scene graph.<br><br>
+ *
+ * The easiest way is to simply draw your characters using OpenGL after you've
+ * drawn your scene graph. This can be inefficient, however, because you lose
+ * the culling features that the scenegraph provides. Plus you need to be very
+ * careful about the OpenGL state, which is changed by the scene graph
+- * constantly.
++ * constantly.<br><br>
+ *
+ * Most major scene graphs support draw callback functions. Using these, you
+ * can basically attach a Cal3D character to a node inside the scene graph and
+ * the character can be drawn (using your OpenGL commands) automatically as the
+ * scene graph is traversed. This approach requires a little more work, and
+- * will be different depending on the specific scene graph you're using.
++ * will be different depending on the specific scene graph you're using.<br><br>
+ *
+ * If you're interested in using OpenSceneGraph, there's a Sourceforge project
+ * called osgCal that provides an adapter to put Cal3D models into OSG
+- * applications. Find it here:
++ * applications. Find it here:<br><br>
+ *
+- * http://osgcal.sourceforge.net
++ * http://osgcal.sourceforge.net</li>
+ * </ul>
+ *
+ *
+@@ -414,48 +414,48 @@
+ * <b>What's with these missing DLL errors when I run the Cally demo?</b>
+ *
+ * <ul>
+- * You may have gotten a message pop-up saying that the MSVCP70.dll file could
+- * not be found when trying to run the Cally demo.
++ * <li>You may have gotten a message pop-up saying that the MSVCP70.dll file could
++ * not be found when trying to run the Cally demo.<br><br>
+ *
+ * The Windows binaries for the 0.9 version of Cal3d (and the demo) were compiled
+ * with Visual Studio .NET (VC70). Non-XP versions of Windows may not have the
+- * right C/C++ runtime DLLs that are needed.
++ * right C/C++ runtime DLLs that are needed.<br><br>
+ *
+ * These are available as part of Microsoft's .NET Framework package, which can
+- * be downloaded from here:
++ * be downloaded from here:<br><br>
+ *
+- * http://msdn.microsoft.com/netframework/downloads/howtoget.aspx
++ * http://msdn.microsoft.com/netframework/downloads/howtoget.aspx</li>
+ * </ul>
+ *
+ *
+ * <b>What do I need to compile the exporters in Windows?</b>
+ *
+ * <ul>
+- * In order to compile the 3D Studio MAX exporter, you need the 3DSMax SDK
++ * <li>In order to compile the 3D Studio MAX exporter, you need the 3DSMax SDK
+ * (Software Development Kit) and the Character Studio SDK. When you install
+ * MAX and/or Character Studio, there will be an option to also install the
+- * SDKs.
++ * SDKs.<br><br>
+ *
+ * For the Milkshape exporter, you need to get the Milkshape SDK, which is
+- * available separately from their website:
++ * available separately from their website:<br><br>
+ *
+- * http://www.swissquake.ch/chumbalum-soft/ms3d/download.html
++ * http://www.swissquake.ch/chumbalum-soft/ms3d/download.html</li>
+ * </ul>
+ *
+ *
+ * <b>Where is the biped.h / bipexp.h / phyexp.h file?</b>
+ *
+ * <ul>
+- * You need to have the Character Studio SDK installed, which contains these
+- * header files.
++ * <li>You need to have the Character Studio SDK installed, which contains these
++ * header files.</li>
+ * </ul>
+ *
+ *
+ * <b>Do I need a specific version of 3D Studio MAX to use the exporters?</b>
+ *
+ * <ul>
+- * Cal3D's exporters are known to work with 3DSMax 3, 4, and 5. This includes
+- * Character Studio 4 as well.
++ * <li>Cal3D's exporters are known to work with 3DSMax 3, 4, and 5. This includes
++ * Character Studio 4 as well.</li>
+ * </ul>
+ *
+ *
+diff -urN cal3d-0.9.1.orig/docs/guide_architecture.sgml cal3d-0.9.1/docs/guide_architecture.sgml
+--- cal3d-0.9.1.orig/docs/guide_architecture.sgml 2004-05-31 19:07:22.346376024 +0200
++++ cal3d-0.9.1/docs/guide_architecture.sgml 2004-05-31 20:41:44.812550320 +0200
+@@ -49,28 +49,28 @@
+ <listitem>
+ <para>
+ The hierarchical structure, see
+- <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE">
++ <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE"/>
+ for details.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ The motion data, see
+- <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE">
++ <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE"/>
+ for details.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ The surface properties, see
+- <xref linkend="materials" endterm="materialsTITLE">
++ <xref linkend="materials" endterm="materialsTITLE"/>
+ for details.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ The body parts, see
+- <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE">
++ <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE"/>
+ for details.
+ </para>
+ </listitem>
+@@ -81,7 +81,7 @@
+ <title>Core Classes</title>
+ <mediaobject>
+ <imageobject>
+- <imagedata align="center" fileref="../guide_classes_2.gif">
++ <imagedata align="center" fileref="../guide_classes_2.gif"/>
+ </imageobject>
+ <textobject>
+ <phrase>Core Classes</phrase>
+@@ -100,21 +100,21 @@
+ <listitem>
+ <para>
+ The current state of the skeleton, see
+- <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE">
++ <xref linkend="skeletonsbones" endterm="skeletonsbonesTITLE"/>
+ for details.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ The active set of animations, see
+- <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE">
++ <xref linkend="animationstrackskeyframes" endterm="animationstrackskeyframesTITLE"/>
+ for details.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ The attached body parts, see
+- <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE">
++ <xref linkend="meshessubmeshes" endTerm="meshessubmeshesTITLE"/>
+ for details.
+ </para>
+ </listitem>
+@@ -127,7 +127,7 @@
+ <listitem>
+ <para>
+ The motion control, see
+- <xref linkend="mixer" endterm="mixerTITLE">
++ <xref linkend="mixer" endterm="mixerTITLE"/>
+ for details.
+ </para>
+ </listitem>
+@@ -144,7 +144,7 @@
+ <listitem>
+ <para>
+ The rendering interface, see
+- <xref linkend="renderer" endterm="rendererTITLE">
++ <xref linkend="renderer" endterm="rendererTITLE"/>
+ for details.
+ </para>
+ </listitem>
+@@ -155,7 +155,7 @@
+ <title>Instance Classes</title>
+ <mediaobject>
+ <imageobject>
+- <imagedata align="center" fileref="../guide_classes_3.gif">
++ <imagedata align="center" fileref="../guide_classes_3.gif"/>
+ </imageobject>
+ <textobject>
+ <phrase>Instance Classes</phrase>
+@@ -173,14 +173,14 @@
+ <listitem>
+ <para>
+ The math components, see
+- <xref linkend="vectorsquaternions" endterm="vectorsquaternionsTITLE">
++ <xref linkend="vectorsquaternions" endterm="vectorsquaternionsTITLE"/>
+ for details.
+ </para>
+ </listitem>
+ <listitem>
+ <para>
+ The error handling, see
+- <xref linkend="errorhandling" endterm="errorhandlingTITLE">
++ <xref linkend="errorhandling" endterm="errorhandlingTITLE"/>
+ for details.
+ </para>
+ </listitem>
+@@ -201,7 +201,7 @@
+ <title>Miscellaneous Classes</title>
+ <mediaobject>
+ <imageobject>
+- <imagedata align="center" fileref="../guide_classes_1.gif">
++ <imagedata align="center" fileref="../guide_classes_1.gif"/>
+ </imageobject>
+ <textobject>
+ <phrase>Miscellaneous Classes</phrase>
+@@ -253,7 +253,7 @@
+ <title>Animation Pipeline</title>
+ <mediaobject>
+ <imageobject>
+- <imagedata align="center" fileref="../guide_pipeline.gif">
++ <imagedata align="center" fileref="../guide_pipeline.gif"/>
+ </imageobject>
+ <textobject>
+ <phrase>Animation Pipeline</phrase>
+@@ -297,7 +297,7 @@
+ <title>The skinned Cally model</title>
+ <mediaobject>
+ <imageobject>
+- <imagedata align="center" fileref="../guide_phases.gif">
++ <imagedata align="center" fileref="../guide_phases.gif"/>
+ </imageobject>
+ <textobject>
+ <phrase>The skinned Cally model</phrase>
+@@ -337,7 +337,7 @@
+ have a fully animated model. The waving animation will only be defined locally,
+ so only tracks for the right hand, arm, shoulder and probably neck and head are
+ stored within. This selective inclusion allows a powerful blending and overlay
+- mechanism as we will see in <xref linkend="mixer" endterm="mixerTITLE">.
++ mechanism as we will see in <xref linkend="mixer" endterm="mixerTITLE"/>.
+ </para>
+ </example>
+
+@@ -358,7 +358,7 @@
+ </sect1>
+
+ <sect1 id="mixer">
+- <title id="mixerTitle">The 'Mixer'</title>
++ <title id="mixerTITLE">The 'Mixer'</title>
+ <para>
+ The Cal3D library provides a powerful and flexible, yet easy-to-use animation
+ control system through the so called 'Mixer'. This helper class handles the
+@@ -459,7 +459,7 @@
+ </para>
+
+ <para>
+- As described in <xref linkend="meshessubmeshes" endterm="meshessubmeshesTITLE">,
++ As described in <xref linkend="meshessubmeshes" endterm="meshessubmeshesTITLE"/>,
+ every part of the core model (every submesh to be more exact) has a material
+ thread assigned. You can now very easily change the look of a model instance,
+ by simply select a new current material set for its parts. The Cal3D library is
+diff -urN cal3d-0.9.1.orig/docs/guide_introduction.sgml cal3d-0.9.1/docs/guide_introduction.sgml
+--- cal3d-0.9.1.orig/docs/guide_introduction.sgml 2004-05-31 19:07:22.346376024 +0200
++++ cal3d-0.9.1/docs/guide_introduction.sgml 2004-05-31 20:19:00.786913736 +0200
+@@ -33,7 +33,7 @@
+ </para>
+
+ <formalpara>
+- <title><xref linkend="introduction"></title>
++ <title><xref linkend="introduction"/></title>
+ <para>
+ This is the chapter you are currently reading. The most important part is
+ the one about the <link linkend="licenses">Licenses</link>.
+@@ -41,7 +41,7 @@
+ </formalpara>
+
+ <formalpara>
+- <title><xref linkend="decisions"></title>
++ <title><xref linkend="decisions"/></title>
+ <para>
+ This chapter provides some background information about the development of
+ Cal3D. It does not contain any crucial facts you have to know in order to use
+@@ -50,14 +50,14 @@
+ </formalpara>
+
+ <formalpara>
+- <title><xref linkend="setup"></title>
++ <title><xref linkend="setup"/></title>
+ <para>
+ This chapter explains how you obtain, install and compile the Cal3D library.
+ </para>
+ </formalpara>
+
+ <formalpara>
+- <title><xref linkend="architecture"></title>
++ <title><xref linkend="architecture"/></title>
+ <para>
+ This chapter illustrates the architecture of the Cal3D library. All the components
+ and terminologies are explaind in every detail.
+@@ -65,7 +65,7 @@
+ </formalpara>
+
+ <formalpara>
+- <title><xref linkend="usage"></title>
++ <title><xref linkend="usage"/></title>
+ <para>
+ This chapter explains the usage of the Cal3D library step by step. The topics
+ cover creation, modification, animation and rendering of models.
+diff -urN cal3d-0.9.1.orig/docs/guide.sgml cal3d-0.9.1/docs/guide.sgml
+--- cal3d-0.9.1.orig/docs/guide.sgml 2004-05-31 19:07:22.346376024 +0200
++++ cal3d-0.9.1/docs/guide.sgml 2004-05-31 20:18:00.142133144 +0200
+@@ -1,4 +1,4 @@
+-<!DOCTYPE BOOK PUBLIC "-//OASIS//DTD DocBook V3.1//EN" [
++<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN" "http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd" [
+ <!ENTITY guideintroduction SYSTEM "guide_introduction.sgml">
+ <!ENTITY guidesetup SYSTEM "guide_setup.sgml">
+ <!ENTITY guidedecisions SYSTEM "guide_decisions.sgml">
+@@ -47,7 +47,7 @@
+ Permission is granted to copy, distribute and/or modify this document
+ under the terms of the GNU Free Documentation License, Version 1.1
+ or any later version published by the Free Software Foundation.
+- A copy of the license is included in <xref linkend="gfdl">.
++ A copy of the license is included in <xref linkend="gfdl"/>.
+ </para>
+ </blockquote>
+ </para>
+diff -urN cal3d-0.9.1.orig/docs/guide_usage.sgml cal3d-0.9.1/docs/guide_usage.sgml
+--- cal3d-0.9.1.orig/docs/guide_usage.sgml 2004-05-31 19:07:22.347375872 +0200
++++ cal3d-0.9.1/docs/guide_usage.sgml 2004-05-31 20:21:45.938806832 +0200
+@@ -28,7 +28,7 @@
+ <para>
+ In addition your project has to be linked to the Cal3D library code to be built properly.
+ This requires a successfully compiled Cal3D library. See
+- <xref linkend="compilation" endterm="compilationTITLE"> for details.
++ <xref linkend="compilation" endterm="compilationTITLE"/> for details.
+ </para>
+ </sect1>
+