-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 @@
+--- cal3d/docs/faq/cal3dfaq.doxygen.orig 2004-06-25 10:51:34.000000000 +0200
++++ cal3d/docs/faq/cal3dfaq.doxygen 2004-12-02 20:17:29.991037316 +0100
+@@ -18,196 +18,196 @@
* <b>What is Cal3D?</b>
*
* <ul>
* 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>
++ * 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>
++ * 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>
- * 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
+- * <b><i>Desert Rats</i></b> - http://www.valusoft.com/ (no longer in their product list) - A WW2
++ * <li><b><i>Desert Rats</i></b> - http://www.valusoft.com/ (no longer in their product list) - A WW2
* action game where you fight the Nazis in northern Africa from a heavily
- * armed jeep.
+ * armed jeep.</li>
+ * <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>
+- * own applications (based on cal3d version 0.8).
++ * own applications (based on cal3d version 0.8).</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
- * and transitioning seamlessly between them.
+ * and transitioning seamlessly between them.</li>
*
+- * <b><i>Poker3d</i></b> - http://freshmeat.net/projects/poker3d/ - Poker 3D client and server
+- * released under the GNU GPL (pre-Alpha stage).
++ * <li><b><i>Poker3d</i></b> - http://freshmeat.net/projects/poker3d/ - Poker 3D client and server
++ * released under the GNU GPL (pre-Alpha stage).</li>
+ *
+- * <b><i>osgCal</i></b> - http://osgcal.sourceforge.net/ - OpenSceneGraph adapter for cal3d
+- * released under the GNU LGPL (Beta stage).
++ * <li><b><i>osgCal</i></b> - http://osgcal.sourceforge.net/ - OpenSceneGraph adapter for cal3d
++ * released under the GNU LGPL (Beta stage).</li>
+ *
+- * <b><i>ReplicantBody</i></b> - http://www.vrlab.umu.se/research/replicants/rbody.html -
++ * <li><b><i>ReplicantBody</i></b> - http://www.vrlab.umu.se/research/replicants/rbody.html -
+ * ReplicantBody is a character animation toolkit released under the GNU LGPL, written in C++,
+- * built upon Cal3D, ConfigScript and OpenSceneGraph.
++ * built upon Cal3D, ConfigScript and OpenSceneGraph.</li>
+ *
+- * <b><i>Soya</i></b> - http://oomadness.nekeme.net/en/soya/features.html - Soya 3D is a
++ * <li><b><i>Soya</i></b> - http://oomadness.nekeme.net/en/soya/features.html - Soya 3D is a
+ * high-level 3D engine for Python, designed with games in mind. Soya is written partly in Python
+ * and partly in C. Slune is a game based on Soya http://oomadness.nekeme.net/en/slune/index.html.
+- * Released under the GNU GPL.
++ * Released under the GNU GPL.</li>
+ *
+- * <b><i>Genecys</i></b> - http://sourceforge.net/projects/genecys - Genecys is an online, multiplayer
+- * third person 3D MMORPG similar to Final Fantasy Online, or Everquest. Released under the GNU GPL.
++ * <li><b><i>Genecys</i></b> - http://sourceforge.net/projects/genecys - Genecys is an online, multiplayer
++ * third person 3D MMORPG similar to Final Fantasy Online, or Everquest. Released under the GNU GPL.</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>
* </ul>
*
* <a name="MODELING"></a>
-@@ -198,131 +198,131 @@
+@@ -216,131 +216,131 @@
* <b>How do I make new characters?</b>
*
* <ul>
- * <ul>
- * 1. First, export the skeleton.
+ * <ol>
-+ * <li>First, export the skeleton.<br>
++ * <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>
+ * <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>
++ * 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>
++ * them the materials should be named like this:<br />
*
- * skin [0]<br>
- * shirt [1]<br>
- * face [2]<br>
+- * skin [0]<br>
+- * shirt [1]<br>
+- * face [2]<br>
- * hat [3]<br>
-+ * hat [3]<br></li>
++ * skin [0]<br />
++ * shirt [1]<br />
++ * face [2]<br />
++ * hat [3]<br /></li>
* </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>
++ * 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>
++ * 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.
+ * <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>
++ * 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.
* 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>
++ * 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 @@
+@@ -350,79 +350,79 @@
* <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>
++ * the Py3D website:<br />
*
- * http://www.py3d.org/pycal3d
+ * http://www.py3d.org/pycal3d</li>
* 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>
++ * 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>
++ * 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>
++ * 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
* 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>
++ * 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
- * 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>
++ * 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>
++ * 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>
++ * 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>
++ * applications. Find it here:<br /><br />
*
- * http://osgcal.sourceforge.net
+ * http://osgcal.sourceforge.net</li>
* </ul>
*
*
-@@ -414,48 +414,48 @@
+@@ -432,48 +432,48 @@
* <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>
++ * 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>
++ * 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>
++ * be downloaded from here:<br /><br />
*
- * http://msdn.microsoft.com/netframework/downloads/howtoget.aspx
+ * http://msdn.microsoft.com/netframework/downloads/howtoget.aspx</li>
* (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>
++ * 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>
++ * 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>