Revision: 75967
          http://sourceforge.net/p/brlcad/code/75967
Author:   starseeker
Date:     2020-05-28 19:35:09 +0000 (Thu, 28 May 2020)
Log Message:
-----------
Run the MGED HTML pages through Tidy

Modified Paths:
--------------
    brlcad/trunk/doc/html/CMakeLists.txt
    brlcad/trunk/doc/html/manuals/mged/brlcad_glossary.html
    brlcad/trunk/doc/html/manuals/mged/brlcad_solids.html
    brlcad/trunk/doc/html/manuals/mged/cmd_line_ed.html
    brlcad/trunk/doc/html/manuals/mged/default_key_bindings.html
    brlcad/trunk/doc/html/manuals/mged/default_mouse_bindings.html
    brlcad/trunk/doc/html/manuals/mged/ged.html
    brlcad/trunk/doc/html/manuals/mged/mged.html
    brlcad/trunk/doc/html/manuals/mged/mged2.html
    brlcad/trunk/doc/html/manuals/mged/mged3.html
    brlcad/trunk/doc/html/manuals/mged/mged_callbacks.html
    brlcad/trunk/doc/html/manuals/mged/mged_cmd_index.html
    brlcad/trunk/doc/html/manuals/mged/mged_env_vars.html
    brlcad/trunk/doc/html/manuals/mged/mged_gui.html
    brlcad/trunk/doc/html/manuals/mged/mged_tcl_vars.html
    brlcad/trunk/doc/html/manuals/mged/shaders.html

Removed Paths:
-------------
    brlcad/trunk/doc/html/manuals/mged/concl.html
    brlcad/trunk/doc/html/manuals/mged/mged1.html
    brlcad/trunk/doc/html/manuals/mged/notes.html
    brlcad/trunk/doc/html/manuals/mged/outline
    brlcad/trunk/doc/html/manuals/mged/skipped

Modified: brlcad/trunk/doc/html/CMakeLists.txt
===================================================================
--- brlcad/trunk/doc/html/CMakeLists.txt        2020-05-28 18:58:04 UTC (rev 
75966)
+++ brlcad/trunk/doc/html/CMakeLists.txt        2020-05-28 19:35:09 UTC (rev 
75967)
@@ -71,7 +71,6 @@
   manuals/mged/brlcad_solids.html
   manuals/mged/build_def_index.sh
   manuals/mged/cmd_line_ed.html
-  manuals/mged/concl.html
   manuals/mged/contents.html
   manuals/mged/coord-axes.gif
   manuals/mged/cup.g
@@ -95,7 +94,6 @@
   manuals/mged/handle.jpg
   manuals/mged/index.html
   manuals/mged/mged.html
-  manuals/mged/mged1.html
   manuals/mged/mged2.html
   manuals/mged/mged3.html
   manuals/mged/mged_callbacks.html
@@ -110,8 +108,6 @@
   manuals/mged/mug_camo.jpg
   manuals/mged/mug_green.gif
   manuals/mged/mug_green.jpg
-  manuals/mged/notes.html
-  manuals/mged/outline
   manuals/mged/peewee.gif
   manuals/mged/peewee.jpg
   manuals/mged/preface.html
@@ -119,7 +115,6 @@
   manuals/mged/rim.gif
   manuals/mged/rim.jpg
   manuals/mged/shaders.html
-  manuals/mged/skipped
   manuals/mged/tex-html.tcl
   )
 ADD_DOC(manuals_mged_HTML html/manuals/mged)

Modified: brlcad/trunk/doc/html/manuals/mged/brlcad_glossary.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/brlcad_glossary.html     2020-05-28 
18:58:04 UTC (rev 75966)
+++ brlcad/trunk/doc/html/manuals/mged/brlcad_glossary.html     2020-05-28 
19:35:09 UTC (rev 75967)
@@ -1,471 +1,581 @@
-<HTML>
-
-<HEAD>
-<TITLE>BRL&#173CAD Glossary</Title>
-</HEAD>
-
-<BODY BGCOLOR="#E0D8c8" Text="#000000">
-
-<H1>BRL&#173CAD Glossary</H1>
-
-<HR>
-
-<DT><a NAME="DAG" NAME="ACYCLIC DIRECTED GRAPH"><b>acyclic directed 
graph</B></a></DT>
-<DD>In an <I>acyclic directed graph</I>,
-usually called a <I>DAG</I>,
-each node may have arcs pointing to multiple <a href="#OBJECT">objects</a>, and
-each <a href="#OBJECT">object</a> may be pointed to by multiple <a 
href="#OBJECT">objects</a>.  However, no node is permitted
-to refer to any of its ancestors.
-</DD>
-<HR>
-
-<DT><B>air code</B></DT>
-
-<DD>See <a href="#SPACE"><I>space code</I></a>.
-</DD>
-<HR>
-
-<DT><a NAME="AZIMUTH"><B>azimuth</B></DT>
-
-<DD>Viewing aspects in <a href="#MGED"><I>mged</I></a> may be specified in 
terms of <I>azimuth</I>,
-<a href="#ELEVATION">elevation</a>, and <a href="#TWIST">twist</a>.
-<center><a href="az_el.gif"><IMG SRC="az_el_sm.gif"></a></center>
-
-<p>
-<I>Azimuth</I>
-is the angle (in degrees) around the <I>z</I>-axis
-through which the viewing direction is rotated
-from the positive <I>xz</I>-quarterplane
-towards the positive <I>y</I>-axis.
-When
-<I>azimuth = <a href="#ELEVATION">elevation</a></I> = 0,
-for instance,
-viewing is parallel to the <I>x</I>-axis
-in the direction of decreasing <I>x</I>.
-When <I>azimuth</I> = 90 degrees,
-viewing is parallel to the <I>yz</I>-plane
-along some direction of decreasing <I>y</I>:
-the precise direction within the <I>yz</I>-plane
-being specified by the <a href="#ELEVATION">elevation</a>.
-<I>Azimuth</I> can take on any real value.
-</DD>
-<HR>
-
-<DT><a NAME="BOOLEAN"><B>Boolean</B></DT>
-
-<DD>The <I>Boolean</I>
-(i.e., set-theoretic)
-operations of <I>union</I>, <I>intersection</I>, and <I>subtraction</I>
-are used in <a href="#CSG">constructive solid geometry</a>
-to build complex objects from simpler ones.
-<IMG SRC="bool.gif">
-</DD>
-<HR>
-
-<DT><a NAME="BREP"><B>boundary representation</B></DT>
-
-<DD><I>Boundary representation</I> (<I>BREP</I>) is  one of the two major 
types of
-<a href="#MODEL">solid modeling</a>,
-the other being <a href="#CSG">constructive solid geometry</a>.
-<I>BREP</I> objects are built by describing the entire enclosing surface of an 
object.
-This will typically involve a variety of surface types including, for example, 
planar, cylindrical,
-NURB, and spherical surfaces. While objects in a <I>BREP</I> system may be 
built using <a href="#BOOLEAN">Boolean</a>
-operations, the resulting object is typically stored as a set of enclosing 
surfaces.
-</DD>
-<HR>
-
-<DT><a NAME="COMBINATION"><B>combination</B></DT>
-
-<DD>A <I>combination</I> is a formula for combining <a href="#SOLID">primitive 
solids</a> and/or
-other <a href="#OBJECT">objects</a> into a more complex shape. Each <a 
href="#SOLID">solid</a> or other <I>combination</I> directly
-in this formula is referred to as a <a href="#MEMBER">member</a> of this 
<I>combination</I>. The formula
-may involve <I>intersection</I>, <I>subtraction</I>, and <I>union</I> 
operations,
-and the <I>combination</I> may be assigned a <a href="#SHADER">shader</a> and 
a color. <I>Combinations</I>
-are typically built in <a href="#MGED"><I>mged</I></a> using the <a 
href="mged_cmds.html#c">c</a>,
-<a href="mged_cmds.html#comb">comb</a>, <a href="mged_cmds.html#r">r</a>, or
-<a href="mged_cmds.html#g">g</a> commands.<a href="#REGION">Regions</a> and <a 
href="#GROUP">
-groups</a> are special types of <I>combinations</I>.
-</DD>
-<HR>
-
-<DT><a NAME="CSG"><B>constructive solid geometry</B></DT>
-
-<DD>
-<I>Constructive solid geometry</I> (<I>CSG</I>),
-sometimes referred to as
-<I>combinatorial solid geometry</I>,
-is one of the two major types of <a href="#MODEL">solid modeling</a> (The 
other being
-<a href="#BREP">boundary representation</a>). In a <I>CSG</I> system, complex 
objects
-are built by combining simpler objects, with primitive solids
-as the basic building blocks. The combinations make use of <a 
href="#BOOLEAN">Boolean</a>
-operations,
-and the resulting objects are stored as <a href="#TREE">trees</a>.
-<I>BRL&#173CAD</I> is actually a hybrid of <I>CSG</I> and <a 
href="#BREP">BREP</a>,
-but its main emphasis is on the <I>CSG</I> capabilities.
-</DD>
-<HR>
-
-<DT><B>DAG</B></DT>
-
-<DD>See <a href="#DAG"><I>acyclic directed graph</I></a>.
-</DD>
-<HR>
-
-<DT><a NAME="ELEVATION"><B>elevation</B></DT>
-
-<DD>Viewing aspects in <a href="#MGED"><I>mged</I></a> may be specified in 
terms of
-<a href="#AZIMUTH">azimuth</a>, <I>elevation</I>, and <a 
href="#TWIST">twist</a>.
-<I>Elevation</I> is the angle (in degrees) through which
-the viewing direction is rotated
-out of the <I>xy</I>-plane
-towards the positive <I>z</I>-axis
-(see
-<a href="#AZIMUTH">the illustration in the <I>azimuth</I> entry</a>).
-When
-<I>elevation</I> = 90 degrees,
-for instance,
-viewing is parallel to the <I>z</I>-axis
-in the direction of decreasing <I>z</I>.
-<I>Elevation</I> can take on any real value between -90 and +90 degrees.
-</DD>
-<HR>
-
-<DT><a name="GROUP"><B>group</B></DT>
-
-<DD>A <I>group</I> is a <a href="#COMBINATION">combination</a> with all 
<I>union</I>
-operators. Typically a <I>group</I> is used to combine components into a 
subsystem,
- subsystems into a system,
-or systems into top-level collections.
-</DD>
-<HR>
-
-<DT><a name="IDENT"><B>ident</B></DT>
-
-<DD>An <I>ident</I> (also referred to as <I>component ID</I>, <I>region 
ID</I>, <I>item</I>, or <I>ID code</I>)
- is an integer assigned to a <a href="#REGION">region</a>
-or <a href="#REGION">regions</a>
-to encode information used by application programs
-that process
-<I>BRL&#173CAD</I> models.
-<I>Idents</I> are assigned by the user
-and are not directly used by <I>BRL&#173CAD</I>, but are reported to 
applications that need them.
-</DD>
-</DD>
-<HR>
-
-<DT><a name="INHERITANCE"><B>inheritance</B></DT>
-
-<DD><I>Inheritance</I> is an attribute of <a 
href="#COMBINATION">combinations</a> that
-determines how <a href="#SHADER">shader</a> attributes are handled when a <a 
href="#MEMBER">member</a> of a
-<a href="#COMBINATION">combination</a> is itself a <a 
href="#COMBINATION">combination</a>. If the <I>inheritance</I> flag is set to 
1, then all
-the <a href="#SHADER">shader</a> attributes of <a 
href="#COMBINATION">combinations</a> lower in
-the <a href=#TREE>tree</a> are overridden by this
-<a href="#COMBINATION">combination</a>.
-</DD>
-<HR>
-
-<DT><a name="KEY SOLID"><B>key solid</B></DT>
-
-<DD>The <I>key solid</I> is the solid used to provide a reference during <a 
href="#MATRIX EDIT">matrix editing</a>
-operation. Rotations, translations, and scaling in this mode are performed 
about a point on the ``key solid''.
-</DD>
-<HR>
-
-<DT><a name="LOS"><B>LOS</B></DT>
-
-<DD>An <I>LOS</I> is a percentage (0 to 100) assigned to a <a 
href="#REGION">region</a>
- representing the percentage of
-the <a href="#REGION">region</a> that consists of material substance.
-It might be thought of as the <a href="#REGION">region</a>'s <I>solidity</I>,
-and is somewhat analogous to the alpha channel of a computer graphics display.
-<I>LOS</I> is assigned by the user
-and is not directly used by <I>BRL&#173CAD</I>, but is reported to 
applications that need it.
-</DD>
-<HR>
-
-<DT><a name="GIFTMAT"><B>material code</B></DT>
-
-<DD>A <a href="#REGION">region</a> may be assigned an integer <I>material 
code</I> by the user.
-This is intended to identify the material used to build the part.
-<I>Material codes</I> are assigned by the user
-and are not directly used by <I>BRL&#173CAD</I>, but are reported to 
applications that need them.
-</DD>
-</DD>
-<HR>
-
-<DT><a name="MATRIX EDIT"><B>matrix edit mode</B></DT>
-
-<DD>This is the mode that <a href="#MGED"><I>mged</I></a> is in while editing 
a transformation matrix
-in a <a href="#COMBINATION">combination</a>.
-It is characterized by the illumination of one object in the graphics window, 
and the appearance
-of matrix editing selections in the <I>Edit</I> menu. This mode may be entered 
through the <I>Matrix Selection..</I>
-entry of the <I>Edit</I> menu, or via the <a 
href="mged_cmds.html#oed"><I>oed</I></a> command.
-Editing operations such as rotation, translation, and scale may be performed 
in this mode and will
-affect all objects below the edited matrix in the <a href=#TREE>tree</a>. 
These operations will be
-applied in reference to a <a href="#KEY SOLID">key solid</a> that is a leaf of 
that tree.
-</DD>
-<HR>
-
-<DT><a name="MEMBER"><B>member</B></DT>
-
-<DD> An <a href="#OBJECT">object</a> is referred
-to as a <I>member</I> of a <a href="#COMBINATION">combination</a> if it is 
directly referenced by the <a href="#COMBINATION">combination</a>.
-</DD>
-<HR>
-
-<DT><a name="MGED"><B>MGED</B></DT>
-
-<DD><I>Mged</I> is the interactive graphical editor for <I>BRL&#173CAD</I>. It 
may be used
-to view, modify, and create models. Normally, the user views the model in a 
wireframe
-display in <I>mged</I>.
-</DD>
-<HR>
-
-<DT><a name="MODEL_COORDINATES"><B>model coordinates</B></DT>
-
-<DD>In a <I>BRL&#173CAD</I> model, the <I>model coordinates</I> are the actual 
coordinates
-of points on the model in <I>real</I> units.
-The user may position a model at any desired location in <I>model 
coordinates</I>.
-By convention in <I>BRL&#173CAD</I>,
-a model is oriented so that
-the positive <I>x</I>-axis points
-from the model's back to its front,
-the positive <I>y</I>-axis points
-from the model's right to its left,
-and,
-since the coordinate system is right handed,
-the positive <I>z</I>-axis points
-from the model's bottom to its top.
-All <I>BRL&#173CAD</I> models
-are stored in millimeters, however the user may operate in nearly any units by 
using
-the <a href="#MGED"><I>mged</I></a> <a href="mged_cmds.html#units">units</a> 
command.
-See also <a href="#VIEW">view coordinates</a>.
-</DD>
-<HR>
-
-<DT><a name="OBJECT"><B>object</B></DT>
-
-<DD><I>Objects</I> are the fundamental entities constituting a 
<I>BRL&#173CAD</I> model.
-They are the nodes of the <a href="#DAG">DAG</a>
-into which the database is organized.
-The terminal nodes, or leaves, of the <a href="#DAG">DAG</a>
-are the <a href="#SOLID">solids</a>
-and the internal nodes are the <a href="#COMBINATION">combinations</a>,
-of which two types are <a href="#REGION">regions</a>
-and <a href="#GROUP">groups</a>.
-</DD>
-<HR>
-
-<DT><a name="PATH"><B>path</B></DT>
-
-<DD>A <I>path</I> to an <a href="#OBJECT">object</a> in <I>BRL&#173CAD</I> is 
a list of <a href="#COMBINATION">combinations</a>
-that ends at the desired <a href="#OBJECT">object</a>. <I>Paths</I> are 
specified with a syntax similar to the one used
-in UNIX file systems (with ``/'' characters as separators). Each element of the
-<I>path</I> must be a <a href="#MEMBER">member</a> of the previous element. 
For example,
-``left_arm/arm/hand/thumb'' might be a <I>path</I> from ``left_arm'' to 
``thumb'' in some
-<I>BRL&#173CAD</I> database indicating that ``arm'' is a <a 
href="#MEMBER">member</a> of
-``left_arm'', ``hand'' is a <a href="#MEMBER">member</a> of ``arm'', and 
``thumb'' is a <a href="#MEMBER">member</a> of ``hand''.
-The <I>path</I> information implies a set of transformation matrices (each <a 
href="#MEMBER">member</a>
-of a <a href="#COMBINATION">combination</a> has a transformation matrix 
associated with it). As a <I>path</I>
-is traversed, the effects of encountered transformation matrices are 
accumulated, and
-typically applied to the <a href="#OBJECT">object</a> at the end of the 
<I>path</I>. This means that the
-``thumb'' referred to by the <I>path</I> ``left_arm/arm/hand/thumb'' is likely 
to be
-in a different location and orientation (and possibly scaled) from the 
``thumb''
-referred to by ``right_arm/arm/hand/thumb''.
-</DD>
-<HR>
-
-<DT><a NAME="SOLID"><B>primitive solid</B></DT>
-
-<DD><I>Primitive solids</I> are the basic building blocks of <a 
href="#CSG">CSG</a>
-<a href="#MODEL">solid modeling</a> systems. The <I>primitive solids</I>
-available in <I>BRL&#173CAD</I>
-include:
-
-       <ul>
-       <li><a href="brlcad_solids.html#ARB">ARB</a></li>
-       <li><a href="brlcad_solids.html#ARBN">ARBN</a></li>
-       <li><a href="brlcad_solids.html#ARS">arbitrary faceted solid</a></li>
-       <li><a href="brlcad_solids.html#EBM">extruded bitmap</a></li>
-       <li><a href="brlcad_solids.html#RHC">Right Hyperbolic Cylinder</a></li>
-       <li><a href="brlcad_solids.html#EHY">Elliptical Hyperboloid</a></li>
-       <li><a href="brlcad_solids.html#EPA">Elliptical Paraboloid</a></li>
-       <li><a href="brlcad_solids.html#RPC">Right Parabolic Cylinder</a></li>
-       <li><a href="brlcad_solids.html#ETO">Elliptical Torus</a></li>
-       <li><a href="brlcad_solids.html#ELL">Ellipsoid</a></li>
-       <li><a href="brlcad_solids.html#HAF">Half Space</a></li>
-       <li><a href="brlcad_solids.html#HF">Height Field</a></li>
-       <li><a href="brlcad_solids.html#NMG">Non&#173Manifold Geometry</a></li>
-       <li><a href="brlcad_solids.html#PART">Particle</a></li>
-       <li><a href="brlcad_solids.html#PG">Polysolid</a></li>
-       <li><a href="brlcad_solids.html#PIPE
-       <li><a href="brlcad_solids.html#SPLINE">Spline</a></li>
-       <li><a href="brlcad_solids.html#TGC">Truncated General Cone</a></li>
-       <li><a href="brlcad_solids.html#TOR">Torus</a></li>
-       <li><a href="brlcad_solids.html#VOL">VOL</a></li>
-       </ul>
-
-<center><IMG SRC="prims.gif"></center>
-</DD>
-<HR>
-
-<DT><a name="SOLID EDIT"><B>solid edit mode</B></DT>
-
-<DD>This is the mode that <a href="#MGED"><I>mged</I></a> is in while editing 
an individual solid.
-It is characterized by the illumination of one solid in the graphics window, 
and the appearance
-of solid editing selections in the <I>Edit</I> menu. This mode may be entered 
through the <I>Solid Selection..</I>
-entry of the <I>Edit</I> menu, or via the <a 
href="mged_cmds.html#sed"><I>sed</I></a> command. Solid
-specific editing may be performed in this mode, as well as rotations, 
translations, and scaling.
-</DD>
-<HR>
-
-<DT><a name="QUATERNION"><B>quaternion</B></DT>
-
-<DD>Internal to <a href="#MGED"><I>mged</I></a>, the viewing orientation is 
handled in terms of <I>quaternions</I>.
-A <I>quaternion</I> is a method for representing an arbitrary rotation without 
the ambiguity at the poles
-that accompanies some methods. A <I>quaternion</I> may be thought of as a 
vector
-(defining an axis of rotation), and a rotation about that axis.
-</DD>
-<HR>
-
-<DT><a name="RAYTRACE"><B>ray trace</B></DT>
-
-<DD><I>Ray tracing</I> is the main method for interrogating <I>BRL&#173CAD</I> 
models.
-It is performed by selecting a start point and a ray direction, then 
calculating the
-intersections of the resulting ray with all the <a href="#SOLID">primitive 
solids</a> it encounters.
-The segments of the ray that intersect each <a href="#SOLID">primitive 
solid</a> are then combined according to the
-<a href="#BOOLEAN">Boolean</a> expressions for each <a 
href="#REGION">region</a> that refers to those <a href="#SOLID">solids</a>.
-The result is a series of intervals on the ray,
-called <I>partitions</I>,
-that intersect each <a href="#REGION">region</a> along the ray. If the 
objective of the <I>ray tracing</I> effort is
-to produce an image, the calculations will typically be stopped after the 
first <a href="#REGION">region</a>
-is encountered. The <I>BRL&#173CAD</I> <a href="#RT">rt</a> program performs 
such <I>ray tracing</I>.
-</DD>
-<HR>
-
-<DT><a name="REGION"><B>region</B></DT>
-
-<DD>A <I>region</I> is a <a href="#COMBINATION">combination</a>
-with special significance for application programs
-that process
-<I>BRL&#173CAD</I> models.
-It corresponds to a physical entity of uniform material properties.
-In addition to all the attributes of any <a 
href="#COMBINATION">combination</a>, a <I>region</I> also has an
-<a href="#IDENT">ident</a> number, a <a href="#MATCODE">material code</a> 
number,
-an <a href="#LOS">LOS</a> number,
-and a <a href="#SPACE">space code</a> number.
-No two <I>regions</I> in a model should share any points in space.
-Such <I>overlaps</I> are reported, for instance,
-by the <I>BRL&#173CAD</I>
-<a href="#RAYTRACE">ray tracer</a>,
-<a href="#RT"><I>rt</I></a>.
-</DD>
-<HR>
-
-<DT><B>region ID</B></DT>
-
-<DD>See <a href="#IDENT"><I>ident</I></a>.
-</DD>
-<HR>
-
-<DT><a name="RGB"><B>RGB</B></DT>
-
-<DD><I>RGB</I> is an abbreviation for <I>Red</I>, <I>Green</I>, and 
<I>Blue</I>.
-When a color is specified in <I>BRL&#173CAD</I>, it is in terms of its primary
-color components. Each component may be from 0 to 255. An <I>RGB</I> of ``0 0 
0''
-is black, ``255 255 255'' is white, and ``0 255 0'' is green.
-</DD>
-<HR>
-
-<DT><a name="RT"><B>rt</B></DT>
-
-<DD><I>Rt</I> is one of the programs in the <I>BRL&#173CAD</I> package. It is 
used to
-<a href="#RAYTRACE">ray trace</a> a model and produce a color shaded image. 
<I>rt</I>
-supports transparency, reflection, refraction, shadows, texture mapping, light 
sources,
-and animation.
-</DD>
-<HR>
-
-<DT><a name="SHADER"><B>shader</B></DT>
-
-<DD>A <I>shader</I> is a <I>BRL&#173CAD</I> module that performs calculations 
to
-determine the actual pixel color to be displayed when a ray intersects an <a 
href="#OBJECT">object</a>
-during rendering by <a href="#RT">rt</a>. <I>Shaders</I> are assigned to
-<a href="#COMBINATION">combinations</a> by the user, and some allow additional
-parameters to adjust their appearance. Available <I>shaders</I> include 
<I>mirror</I>,
-<I>glass</I>, <I>plastic</I>, and <I>texture</I> (for texture mapping).
-Source code modules in the <I>rt</I> directory with names of the form 
<I>sh_*.c</I> correspond
-to the available shaders.
-</DD>
-<HR>
-
-<DT><a name="MODEL"><B>solid model</B></DT>
-
-<DD>A <I>solid model</I> is a description of an object or objects
-produced in such a way that any point can be classified without ambiguity as 
lying inside, outside, or
-on the surface of a modeled object. This means that a true solid
-model cannot have surfaces that do not completely enclose space, and solid 
objects
-that are defined in the model must not be defined based on irrelevant variables
-such as viewing direction.
-</DD>
-<HR>
-
-<DT><a name="SPACE"><B>space code</B></DT>
-
-<DD>A <I>space code</I> (or <I>air code</I>) is assigned to <a 
href="#REGION">regions</a>
-that are intended to represent ``empty air'' rather than solid parts of the 
model. The code number
-may be used to distinguish different air spaces from one another. Regions 
representing solid parts
-must have a space code of 0.
-<I>Space codes</I> are assigned by the user
-and are not directly used by <I>BRL&#173CAD</I>, but are reported to 
applications that need them.
-</DD>
-</DD>
-<HR>
-
-<DT><a NAME="TREE"><B>tree</B></DT>
-
-<DD>A tree is a <a href="#BOOLEAN">Boolean</a> expression
-representing some aggregation of <a href="#OBJECT">objects</a>.
-Strictly speaking,
-this is an abuse of the term <I>tree</I>:
-such <a href="#BOOLEAN">Boolean</a> expressions
-are not trees
-in either the computer-science or the graph-theoretic sense,
-but are more correctly referred to
-as <a href="#DAG">acyclic directed graphs</a>,
-also known as <a href="#DAG">DAG</a>s.
-</DD>
-<HR>
-
-<DT><a NAME="TWIST"><B>twist</B></DT>
-
-<DD>Viewing aspects in <a href="#MGED"><I>mged</I></a> may be specified in 
terms of
-<a href="#AZIMUTH">azimuth</a>, <a href="#ELEVATION">elevation</a>, and 
<I>twist</I>.
-<I>Twist</I> is the angle (in degrees)
-around the screen-<I>z</I>-axis
-through which the (model-) <I>z</I>-axis
-is rotated from the positive screen-<I>y</I>-axis
-towards the positive screen-<I>x</I>-axis.
-(see
-<a href="#AZIMUTH">the illustration in the <I>azimuth</I> entry</a>).
-When <I>twist</I> = 0,
-for instance,
-the positive <I>z</I>-axis
-is some nonnegative scalar multiple of the positive screen-<I>y</I>-axis.
-</DD>
-<HR>
-
-<DT><a name="VIEW_COORDINATES"><B>view coordinates</B></DT>
-
-<DD>When an <a href="#OBJECT">object</a> is displayed in the <a 
href="#MGED"><I>mged</I></a> graphics window, it is converted from
-<a href="#MODEL_COORDINATES">model</a> to <I>view</I> coordinates. The <I>view 
coordinate</I>
-system has its origin at the center of the viewing cube (the center of the <a 
href="#MGED"><I>mged</I></a>
-display). The <I>view</I> <I>x</I>-axis always points to the right, the 
<I>view</I> <I>y</I>-axis always
-points toward the top of the display, and the <I>view</I> <I>z</I>-axis always 
points out of the screen
-towards the viewer. The visible portion of view space (known as the ``viewing 
cube'') extends
-from -1.0 to +1.0 along each of the <I>view</I> axes.
-</DD>
-<HR>
-
-</BODY>
-</HTML>
+<!DOCTYPE html>
+<html>
+<head>
+  <title>BRL­CAD Glossary</title>
+  <style type="text/css">
+  body {
+  background-color: #E0D8C8;
+  color: #000000;
+  }
+  div.c4 {text-align: center}
+  a.c3 {font-style: italic}
+  dt.c2 {font-weight: bold}
+  a.c1 {font-weight: bold}
+  </style>
+</head>
+<body>
+  <h1>BRL­CAD Glossary</h1>
+  <hr>
+  <dt>
+    <a class="c1" name="ACYCLIC DIRECTED GRAPH">acyclic directed
+    graph</a>
+  </dt>
+  <dd>
+    In an <i>acyclic directed graph</i>, usually called a
+    <i>DAG</i>, each node may have arcs pointing to multiple
+    <a href="#OBJECT">objects</a>, and each <a href=
+    "#OBJECT">object</a> may be pointed to by multiple <a href=
+    "#OBJECT">objects</a>. However, no node is permitted to refer
+    to any of its ancestors.
+  </dd>
+  <hr>
+  <dt class="c2">air code</dt>
+  <dd>
+    See <a class="c3" href="#SPACE">space code</a>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="AZIMUTH" id="AZIMUTH">azimuth</a>
+  </dt>
+  <dd>
+    Viewing aspects in <a class="c3" href="#MGED">mged</a> may be
+    specified in terms of <i>azimuth</i>, <a href=
+    "#ELEVATION">elevation</a>, and <a href="#TWIST">twist</a>.
+    <div class="c4">
+      <a href="az_el.gif"><img src="az_el_sm.gif"></a>
+    </div>
+    <p><i>Azimuth</i> is the angle (in degrees) around the
+    <i>z</i>-axis through which the viewing direction is rotated
+    from the positive <i>xz</i>-quarterplane towards the positive
+    <i>y</i>-axis. When <i>azimuth = <a href=
+    "#ELEVATION">elevation</a></i> = 0, for instance, viewing is
+    parallel to the <i>x</i>-axis in the direction of decreasing
+    <i>x</i>. When <i>azimuth</i> = 90 degrees, viewing is parallel
+    to the <i>yz</i>-plane along some direction of decreasing
+    <i>y</i>: the precise direction within the <i>yz</i>-plane
+    being specified by the <a href="#ELEVATION">elevation</a>.
+    <i>Azimuth</i> can take on any real value.</p>
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="BOOLEAN" id="BOOLEAN">Boolean</a>
+  </dt>
+  <dd>
+    The <i>Boolean</i> (i.e., set-theoretic) operations of
+    <i>union</i>, <i>intersection</i>, and <i>subtraction</i> are
+    used in <a href="#CSG">constructive solid geometry</a> to build
+    complex objects from simpler ones. <img src="bool.gif">
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="BREP" id="BREP">boundary representation</a>
+  </dt>
+  <dd>
+    <i>Boundary representation</i> (<i>BREP</i>) is one of the two
+    major types of <a href="#MODEL">solid modeling</a>, the other
+    being <a href="#CSG">constructive solid geometry</a>.
+    <i>BREP</i> objects are built by describing the entire
+    enclosing surface of an object. This will typically involve a
+    variety of surface types including, for example, planar,
+    cylindrical, NURB, and spherical surfaces. While objects in a
+    <i>BREP</i> system may be built using <a href=
+    "#BOOLEAN">Boolean</a> operations, the resulting object is
+    typically stored as a set of enclosing surfaces.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="COMBINATION" id=
+    "COMBINATION">combination</a>
+  </dt>
+  <dd>
+    A <i>combination</i> is a formula for combining <a href=
+    "#SOLID">primitive solids</a> and/or other <a href=
+    "#OBJECT">objects</a> into a more complex shape. Each <a href=
+    "#SOLID">solid</a> or other <i>combination</i> directly in this
+    formula is referred to as a <a href="#MEMBER">member</a> of
+    this <i>combination</i>. The formula may involve
+    <i>intersection</i>, <i>subtraction</i>, and <i>union</i>
+    operations, and the <i>combination</i> may be assigned a
+    <a href="#SHADER">shader</a> and a color. <i>Combinations</i>
+    are typically built in <a class="c3" href="#MGED">mged</a>
+    using the <a href="mged_cmd_index.html#c">c</a>, <a href=
+    "mged_cmd_index.html#comb">comb</a>, <a href=
+    "mged_cmd_index.html#r">r</a>, or <a href="mged_cmd_index.html#g">g</a>
+    commands.<a href="#REGION">Regions</a> and <a href=
+    "#GROUP">groups</a> are special types of <i>combinations</i>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="CSG" id="CSG">constructive solid
+    geometry</a>
+  </dt>
+  <dd>
+    <i>Constructive solid geometry</i> (<i>CSG</i>), sometimes
+    referred to as <i>combinatorial solid geometry</i>, is one of
+    the two major types of <a href="#MODEL">solid modeling</a> (The
+    other being <a href="#BREP">boundary representation</a>). In a
+    <i>CSG</i> system, complex objects are built by combining
+    simpler objects, with primitive solids as the basic building
+    blocks. The combinations make use of <a href=
+    "#BOOLEAN">Boolean</a> operations, and the resulting objects
+    are stored as <a href="#TREE">trees</a>. <i>BRL­CAD</i> is
+    actually a hybrid of <i>CSG</i> and <a href="#BREP">BREP</a>,
+    but its main emphasis is on the <i>CSG</i> capabilities.
+  </dd>
+  <hr>
+  <dt class="c2">DAG</dt>
+  <dd>
+    See <a class="c3" href="#DAG">acyclic directed graph</a>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="ELEVATION" id="ELEVATION">elevation</a>
+  </dt>
+  <dd>
+    Viewing aspects in <a class="c3" href="#MGED">mged</a> may be
+    specified in terms of <a href="#AZIMUTH">azimuth</a>,
+    <i>elevation</i>, and <a href="#TWIST">twist</a>.
+    <i>Elevation</i> is the angle (in degrees) through which the
+    viewing direction is rotated out of the <i>xy</i>-plane towards
+    the positive <i>z</i>-axis (see <a href="#AZIMUTH">the
+    illustration in the <i>azimuth</i> entry</a>). When
+    <i>elevation</i> = 90 degrees, for instance, viewing is
+    parallel to the <i>z</i>-axis in the direction of decreasing
+    <i>z</i>. <i>Elevation</i> can take on any real value between
+    -90 and +90 degrees.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="GROUP" id="GROUP">group</a>
+  </dt>
+  <dd>
+    A <i>group</i> is a <a href="#COMBINATION">combination</a> with
+    all <i>union</i> operators. Typically a <i>group</i> is used to
+    combine components into a subsystem, subsystems into a system,
+    or systems into top-level collections.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="IDENT" id="IDENT">ident</a>
+  </dt>
+  <dd>
+    An <i>ident</i> (also referred to as <i>component ID</i>,
+    <i>region ID</i>, <i>item</i>, or <i>ID code</i>) is an integer
+    assigned to a <a href="#REGION">region</a> or <a href=
+    "#REGION">regions</a> to encode information used by application
+    programs that process <i>BRL­CAD</i> models. <i>Idents</i> are
+    assigned by the user and are not directly used by
+    <i>BRL­CAD</i>, but are reported to applications that need
+    them.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="INHERITANCE" id=
+    "INHERITANCE">inheritance</a>
+  </dt>
+  <dd>
+    <i>Inheritance</i> is an attribute of <a href=
+    "#COMBINATION">combinations</a> that determines how <a href=
+    "#SHADER">shader</a> attributes are handled when a <a href=
+    "#MEMBER">member</a> of a <a href=
+    "#COMBINATION">combination</a> is itself a <a href=
+    "#COMBINATION">combination</a>. If the <i>inheritance</i> flag
+    is set to 1, then all the <a href="#SHADER">shader</a>
+    attributes of <a href="#COMBINATION">combinations</a> lower in
+    the <a href="#TREE">tree</a> are overridden by this <a href=
+    "#COMBINATION">combination</a>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="KEY SOLID">key solid</a>
+  </dt>
+  <dd>
+    The <i>key solid</i> is the solid used to provide a reference
+    during <a href="#MATRIX%20EDIT">matrix editing</a> operation.
+    Rotations, translations, and scaling in this mode are performed
+    about a point on the ``key solid''.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="LOS" id="LOS">LOS</a>
+  </dt>
+  <dd>
+    An <i>LOS</i> is a percentage (0 to 100) assigned to a <a href=
+    "#REGION">region</a> representing the percentage of the
+    <a href="#REGION">region</a> that consists of material
+    substance. It might be thought of as the <a href=
+    "#REGION">region</a>'s <i>solidity</i>, and is somewhat
+    analogous to the alpha channel of a computer graphics display.
+    <i>LOS</i> is assigned by the user and is not directly used by
+    <i>BRL­CAD</i>, but is reported to applications that need it.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="GIFTMAT" id="GIFTMAT">material code</a>
+  </dt>
+  <dd>
+    A <a href="#REGION">region</a> may be assigned an integer
+    <i>material code</i> by the user. This is intended to identify
+    the material used to build the part. <i>Material codes</i> are
+    assigned by the user and are not directly used by
+    <i>BRL­CAD</i>, but are reported to applications that need
+    them.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="MATRIX EDIT">matrix edit mode</a>
+  </dt>
+  <dd>
+    This is the mode that <a class="c3" href="#MGED">mged</a> is in
+    while editing a transformation matrix in a <a href=
+    "#COMBINATION">combination</a>. It is characterized by the
+    illumination of one object in the graphics window, and the
+    appearance of matrix editing selections in the <i>Edit</i>
+    menu. This mode may be entered through the <i>Matrix
+    Selection..</i> entry of the <i>Edit</i> menu, or via the
+    <a class="c3" href="mged_cmd_index.html#oed">oed</a> command.
+    Editing operations such as rotation, translation, and scale may
+    be performed in this mode and will affect all objects below the
+    edited matrix in the <a href="#TREE">tree</a>. These operations
+    will be applied in reference to a <a href="#KEY%20SOLID">key
+    solid</a> that is a leaf of that tree.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="MEMBER" id="MEMBER">member</a>
+  </dt>
+  <dd>
+    An <a href="#OBJECT">object</a> is referred to as a
+    <i>member</i> of a <a href="#COMBINATION">combination</a> if it
+    is directly referenced by the <a href=
+    "#COMBINATION">combination</a>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="MGED" id="MGED">MGED</a>
+  </dt>
+  <dd><i>Mged</i> is the interactive graphical editor for
+  <i>BRL­CAD</i>. It may be used to view, modify, and create
+  models. Normally, the user views the model in a wireframe display
+  in <i>mged</i>.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="MODEL_COORDINATES" id=
+    "MODEL_COORDINATES">model coordinates</a>
+  </dt>
+  <dd>
+    In a <i>BRL­CAD</i> model, the <i>model coordinates</i> are the
+    actual coordinates of points on the model in <i>real</i> units.
+    The user may position a model at any desired location in
+    <i>model coordinates</i>. By convention in <i>BRL­CAD</i>, a
+    model is oriented so that the positive <i>x</i>-axis points
+    from the model's back to its front, the positive <i>y</i>-axis
+    points from the model's right to its left, and, since the
+    coordinate system is right handed, the positive <i>z</i>-axis
+    points from the model's bottom to its top. All <i>BRL­CAD</i>
+    models are stored in millimeters, however the user may operate
+    in nearly any units by using the <a class="c3" href=
+    "#MGED">mged</a> <a href="mged_cmd_index.html#units">units</a>
+    command. See also <a href="#VIEW">view coordinates</a>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="OBJECT" id="OBJECT">object</a>
+  </dt>
+  <dd>
+    <i>Objects</i> are the fundamental entities constituting a
+    <i>BRL­CAD</i> model. They are the nodes of the <a href=
+    "#DAG">DAG</a> into which the database is organized. The
+    terminal nodes, or leaves, of the <a href="#DAG">DAG</a> are
+    the <a href="#SOLID">solids</a> and the internal nodes are the
+    <a href="#COMBINATION">combinations</a>, of which two types are
+    <a href="#REGION">regions</a> and <a href="#GROUP">groups</a>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="PATH" id="PATH">path</a>
+  </dt>
+  <dd>
+    A <i>path</i> to an <a href="#OBJECT">object</a> in
+    <i>BRL­CAD</i> is a list of <a href=
+    "#COMBINATION">combinations</a> that ends at the desired
+    <a href="#OBJECT">object</a>. <i>Paths</i> are specified with a
+    syntax similar to the one used in UNIX file systems (with ``/''
+    characters as separators). Each element of the <i>path</i> must
+    be a <a href="#MEMBER">member</a> of the previous element. For
+    example, ``left_arm/arm/hand/thumb'' might be a <i>path</i>
+    from ``left_arm'' to ``thumb'' in some <i>BRL­CAD</i> database
+    indicating that ``arm'' is a <a href="#MEMBER">member</a> of
+    ``left_arm'', ``hand'' is a <a href="#MEMBER">member</a> of
+    ``arm'', and ``thumb'' is a <a href="#MEMBER">member</a> of
+    ``hand''. The <i>path</i> information implies a set of
+    transformation matrices (each <a href="#MEMBER">member</a> of a
+    <a href="#COMBINATION">combination</a> has a transformation
+    matrix associated with it). As a <i>path</i> is traversed, the
+    effects of encountered transformation matrices are accumulated,
+    and typically applied to the <a href="#OBJECT">object</a> at
+    the end of the <i>path</i>. This means that the ``thumb''
+    referred to by the <i>path</i> ``left_arm/arm/hand/thumb'' is
+    likely to be in a different location and orientation (and
+    possibly scaled) from the ``thumb'' referred to by
+    ``right_arm/arm/hand/thumb''.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="SOLID" id="SOLID">primitive solid</a>
+  </dt>
+  <dd>
+    <i>Primitive solids</i> are the basic building blocks of
+    <a href="#CSG">CSG</a> <a href="#MODEL">solid modeling</a>
+    systems. The <i>primitive solids</i> available in
+    <i>BRL­CAD</i> include:
+    <ul>
+      <li>
+        <a href="brlcad_solids.html#ARB">ARB</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#ARBN">ARBN</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#ARS">arbitrary faceted
+        solid</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#EBM">extruded bitmap</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#RHC">Right Hyperbolic
+        Cylinder</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#EHY">Elliptical Hyperboloid</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#EPA">Elliptical Paraboloid</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#RPC">Right Parabolic
+        Cylinder</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#ETO">Elliptical Torus</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#ELL">Ellipsoid</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#HAF">Half Space</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#HF">Height Field</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#NMG">Non­Manifold Geometry</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#PART">Particle</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#PG">Polysolid</a>
+      </li>
+      <li>
+        <a href=
+        "brlcad_solids.html#PIPE%20%3Cli%3E%3Ca%20href=">Spline</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#TGC">Truncated General Cone</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#TOR">Torus</a>
+      </li>
+      <li>
+        <a href="brlcad_solids.html#VOL">VOL</a>
+      </li>
+    </ul>
+    <div class="c4"><img src="prims.gif"></div>
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="SOLID EDIT">solid edit mode</a>
+  </dt>
+  <dd>
+    This is the mode that <a class="c3" href="#MGED">mged</a> is in
+    while editing an individual solid. It is characterized by the
+    illumination of one solid in the graphics window, and the
+    appearance of solid editing selections in the <i>Edit</i> menu.
+    This mode may be entered through the <i>Solid Selection..</i>
+    entry of the <i>Edit</i> menu, or via the <a class="c3" href=
+    "mged_cmd_index.html#sed">sed</a> command. Solid specific editing
+    may be performed in this mode, as well as rotations,
+    translations, and scaling.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="QUATERNION" id="QUATERNION">quaternion</a>
+  </dt>
+  <dd>
+    Internal to <a class="c3" href="#MGED">mged</a>, the viewing
+    orientation is handled in terms of <i>quaternions</i>. A
+    <i>quaternion</i> is a method for representing an arbitrary
+    rotation without the ambiguity at the poles that accompanies
+    some methods. A <i>quaternion</i> may be thought of as a vector
+    (defining an axis of rotation), and a rotation about that axis.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="RAYTRACE" id="RAYTRACE">ray trace</a>
+  </dt>
+  <dd>
+    <i>Ray tracing</i> is the main method for interrogating
+    <i>BRL­CAD</i> models. It is performed by selecting a start
+    point and a ray direction, then calculating the intersections
+    of the resulting ray with all the <a href="#SOLID">primitive
+    solids</a> it encounters. The segments of the ray that
+    intersect each <a href="#SOLID">primitive solid</a> are then
+    combined according to the <a href="#BOOLEAN">Boolean</a>
+    expressions for each <a href="#REGION">region</a> that refers
+    to those <a href="#SOLID">solids</a>. The result is a series of
+    intervals on the ray, called <i>partitions</i>, that intersect
+    each <a href="#REGION">region</a> along the ray. If the
+    objective of the <i>ray tracing</i> effort is to produce an
+    image, the calculations will typically be stopped after the
+    first <a href="#REGION">region</a> is encountered. The
+    <i>BRL­CAD</i> <a href="#RT">rt</a> program performs such
+    <i>ray tracing</i>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="REGION" id="REGION">region</a>
+  </dt>
+  <dd>
+    A <i>region</i> is a <a href="#COMBINATION">combination</a>
+    with special significance for application programs that process
+    <i>BRL­CAD</i> models. It corresponds to a physical entity of
+    uniform material properties. In addition to all the attributes
+    of any <a href="#COMBINATION">combination</a>, a <i>region</i>
+    also has an <a href="#IDENT">ident</a> number, a <a href=
+    "#MATCODE">material code</a> number, an <a href="#LOS">LOS</a>
+    number, and a <a href="#SPACE">space code</a> number. No two
+    <i>regions</i> in a model should share any points in space.
+    Such <i>overlaps</i> are reported, for instance, by the
+    <i>BRL­CAD</i> <a href="#RAYTRACE">ray tracer</a>, <a class=
+    "c3" href="#RT">rt</a>.
+  </dd>
+  <hr>
+  <dt class="c2">region ID</dt>
+  <dd>
+    See <a class="c3" href="#IDENT">ident</a>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="RGB" id="RGB">RGB</a>
+  </dt>
+  <dd><i>RGB</i> is an abbreviation for <i>Red</i>, <i>Green</i>,
+  and <i>Blue</i>. When a color is specified in <i>BRL­CAD</i>, it
+  is in terms of its primary color components. Each component may
+  be from 0 to 255. An <i>RGB</i> of ``0 0 0'' is black, ``255 255
+  255'' is white, and ``0 255 0'' is green.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="RT" id="RT">rt</a>
+  </dt>
+  <dd>
+    <i>Rt</i> is one of the programs in the <i>BRL­CAD</i> package.
+    It is used to <a href="#RAYTRACE">ray trace</a> a model and
+    produce a color shaded image. <i>rt</i> supports transparency,
+    reflection, refraction, shadows, texture mapping, light
+    sources, and animation.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="SHADER" id="SHADER">shader</a>
+  </dt>
+  <dd>
+    A <i>shader</i> is a <i>BRL­CAD</i> module that performs
+    calculations to determine the actual pixel color to be
+    displayed when a ray intersects an <a href="#OBJECT">object</a>
+    during rendering by <a href="#RT">rt</a>. <i>Shaders</i> are
+    assigned to <a href="#COMBINATION">combinations</a> by the
+    user, and some allow additional parameters to adjust their
+    appearance. Available <i>shaders</i> include <i>mirror</i>,
+    <i>glass</i>, <i>plastic</i>, and <i>texture</i> (for texture
+    mapping). Source code modules in the <i>rt</i> directory with
+    names of the form <i>sh_*.c</i> correspond to the available
+    shaders.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="MODEL" id="MODEL">solid model</a>
+  </dt>
+  <dd>A <i>solid model</i> is a description of an object or objects
+  produced in such a way that any point can be classified without
+  ambiguity as lying inside, outside, or on the surface of a
+  modeled object. This means that a true solid model cannot have
+  surfaces that do not completely enclose space, and solid objects
+  that are defined in the model must not be defined based on
+  irrelevant variables such as viewing direction.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="SPACE" id="SPACE">space code</a>
+  </dt>
+  <dd>
+    A <i>space code</i> (or <i>air code</i>) is assigned to
+    <a href="#REGION">regions</a> that are intended to represent
+    ``empty air'' rather than solid parts of the model. The code
+    number may be used to distinguish different air spaces from one
+    another. Regions representing solid parts must have a space
+    code of 0. <i>Space codes</i> are assigned by the user and are
+    not directly used by <i>BRL­CAD</i>, but are reported to
+    applications that need them.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="TREE" id="TREE">tree</a>
+  </dt>
+  <dd>
+    A tree is a <a href="#BOOLEAN">Boolean</a> expression
+    representing some aggregation of <a href="#OBJECT">objects</a>.
+    Strictly speaking, this is an abuse of the term <i>tree</i>:
+    such <a href="#BOOLEAN">Boolean</a> expressions are not trees
+    in either the computer-science or the graph-theoretic sense,
+    but are more correctly referred to as <a href="#DAG">acyclic
+    directed graphs</a>, also known as <a href="#DAG">DAG</a>s.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="TWIST" id="TWIST">twist</a>
+  </dt>
+  <dd>
+    Viewing aspects in <a class="c3" href="#MGED">mged</a> may be
+    specified in terms of <a href="#AZIMUTH">azimuth</a>, <a href=
+    "#ELEVATION">elevation</a>, and <i>twist</i>. <i>Twist</i> is
+    the angle (in degrees) around the screen-<i>z</i>-axis through
+    which the (model-) <i>z</i>-axis is rotated from the positive
+    screen-<i>y</i>-axis towards the positive screen-<i>x</i>-axis.
+    (see <a href="#AZIMUTH">the illustration in the <i>azimuth</i>
+    entry</a>). When <i>twist</i> = 0, for instance, the positive
+    <i>z</i>-axis is some nonnegative scalar multiple of the
+    positive screen-<i>y</i>-axis.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="VIEW_COORDINATES" id=
+    "VIEW_COORDINATES">view coordinates</a>
+  </dt>
+  <dd>
+    When an <a href="#OBJECT">object</a> is displayed in the
+    <a class="c3" href="#MGED">mged</a> graphics window, it is
+    converted from <a href="#MODEL_COORDINATES">model</a> to
+    <i>view</i> coordinates. The <i>view coordinate</i> system has
+    its origin at the center of the viewing cube (the center of the
+    <a class="c3" href="#MGED">mged</a> display). The <i>view</i>
+    <i>x</i>-axis always points to the right, the <i>view</i>
+    <i>y</i>-axis always points toward the top of the display, and
+    the <i>view</i> <i>z</i>-axis always points out of the screen
+    towards the viewer. The visible portion of view space (known as
+    the ``viewing cube'') extends from -1.0 to +1.0 along each of
+    the <i>view</i> axes.
+  </dd>
+  <hr>
+</body>
+</html>

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===================================================================
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18:58:04 UTC (rev 75966)
+++ brlcad/trunk/doc/html/manuals/mged/brlcad_solids.html       2020-05-28 
19:35:09 UTC (rev 75967)
@@ -1,214 +1,222 @@
-<HTML>
-
-<HEAD>
-<TITLE>BRL&#173CAD Primitive Solids </Title>
-</HEAD>
-
-<BODY BGCOLOR="#E0D8c8" Text="#000000">
-
-<H1>BRL&#173CAD Primitive Solids</H1>
-
-<HR>
-
-<DT><a NAME="ARB"><B>ARB</B></DT>
-
-<DD>The <I>ARB</I> is a planar-faced convex solid with between four and eight 
unique vertices. The specific type of <I>ARB</I> is often referred
-to by adding the number of unique vertices to the word <I>ARB</I>. For 
example, an <I>ARB8</I>
-is the usual solid block, an <I>ARB4</I> is a tetrahedron, and an <I>ARB6</I>
-may be a wedge shape.
-
-</DD>
-<HR>
-
-<DT><a NAME="ARS"><B>arbitrary faceted solid</B></DT>
-
-<DD>The <I>arbitrary faceted solid</I> (Also referred to as <I>ARS</I>)
-is a planar-faced solid defined by any number of curves (more precisely closed 
polylines). These curves are typically
-planar <I>waterline</I> or <I>station</I> curves, but they are not restricted 
to
-being planar. Each curve in a particular <I>ARS</I> must have the same number 
of points.
-The first and last curves are normally degenerate,
-each consisting of repetitions of
-a single point to make up the correct number of points for a curve. Faces are 
built
-by connecting corresponding points on adjacent curves. Since the curves are 
assumed to be closed,
-the last point on any curve is implicitly connected to the first point on the 
same curve
-
-</DD>
-<HR>
-
-<DT><a NAME="ARBN"><B>ARBN</B></DT>
-
-<DD>The <I>ARBN</I> is a planar faced convex solid defined by any number of
-bounding planes.
-
-</DD>
-<HR>
-
-<DT><a NAME="BOT"><B>BOT</B></DT>
-
-<DD>The <I>BOT</I> solid is a collection of triangular facets. It may 
represent a zero thickness surface,
-a finite thickness plate, or a solid volume bounded by the triangles. The 
surface normal for each triangle may be
-unoriented, oriented according to the right-hand rule, or oriented according 
to the left-hand rule.
-
-</DD>
-<HR>
-
-<DT><a NAME="ELL"><B>ellipsoid</B></DT>
-
-<DD>The <I>ellipsoid</I> is a solid defined by three
-mutually perpendicular semi&#173axes. When the axes are
-of unequal length, an ellipsoid is generated. When the axes
-are all the same length, a sphere is generated.
-</DD>
-<HR>
-
-<DT><a NAME="EHY"><B>elliptical hyperboloid</B></DT>
-
-<DD>The <I>elliptical hyperboloid</I> (also referred to as <I>EHY</I>)
-is a solid with an elliptical base the remainder of the surface of which
-is defined by hyperbolas that run from any point on the ellipse through
-a common vertex at a specified distance from the ellipse and back to the 
ellipse
-at the point diametrically opposite the starting point.
-Further control of the surface may be obtained
-by specifying the distance from the hyperbolas to the vertex of the asymptotes.
-</DD>
-<HR>
-
-<DT><a NAME="EPA"><B>elliptical paraboloid</B></DT>
-
-<DD>The <I>elliptical paraboloid</I> (also referred to as <I>EPA</I>)
-is a solid with an elliptical base the remainder of the surface of which
-is defined by parabolas that run from any point on the ellipse through
-a common vertex at a specified distance from the ellipse and back to the 
ellipse
-at a point diametrically opposite the starting point.
-</DD>
-<HR>
-
-<DT><a NAME="ETO"><B>elliptical torus</B></DT>
-
-<DD>The <I>Elliptical Torus</I> (Also referred to as <I>ETO</I>)
-is defined by sweeping an ellipse through a circular path. The plane of the 
ellipse
-and the plane of the circular path are mutually perpendicular.
-</DD>
-<HR>
-
-<DT><a NAME="EBM"><B>extruded bitmap</B></DT>
-
-<DD>The <I>extruded bitmap</I> (also referred to as <I>EBM</I>)
-is a solid based on a greyscale bitmap. The bitmap is an array of unsigned 
char values,
-see bw(5), and is extruded by some distance. The <I>EBM</I> solid requires
-the dimensions of the bitmap file (height and width in bytes), an extrusion 
length,
-and a transformation matrix to position the <I>EBM</I>. Each byte in the
-bitmap file is treated as the base of a cell that is extruded by the specified
-extrusion length. If the value of the byte is non&#173zero, then that cell is 
considered solid.
-</DD>
-<HR>
-
-<DT><a NAME="HAF"><B>half space</B></DT>
-
-<DD>A <I>half space</I> is the portion of space on one side of a plane.
-It is represented by its boundary (the plane) and its outward-pointing normal 
vector.
-</DD>
-<HR>
-
-<DT><a NAME="HF"><B>height field</B></DT>
-
-<DD>The <I>height field</I> is a solid defined by a series of height 
measurements on
-a regular grid. In addition to a file of height measurements, this solid also 
requires
-a location vector, width and height direction vectors, and some scale factors.
-</DD>
-<HR>
-
-<DT><a NAME="NMG"><B><I>n</I>&#173manifold geometry</B></DT> (also referred to 
as <I>NMG</I>)
-
-<DD>The <I>n&#173manifold geometry</I> solid,
-sometimes known as a <I>non&#173manifold geometry</I>,
-is based on the description by
-Kevin Weiler in ``The Radial Edge Structure: A Topological Representation
-for Non&#173Manifold Geometric Modeling'' from <I>Geometric Modeling for CAD 
Applications</I>
-(Springer Verlag, 1987).
-A useful reference for the <I>NMG</I> solid
-is
-<a href="http://ftp.arl.army.mil/~mike/papers/90nmg";><I>Combinatorial
-Solid Geometry, Boundary Representations, and Non_Manifold Geometry</I></a>.
-</DD>
-<HR>
-
-<DT><a NAME="PART"><B>particle</B></DT>
-
-<DD>The <I>particle</I> solid is a lozenge-shaped object defined by
-a vertex, a height vector and radii at both ends. The body of the 
<I>particle</I>
-is either a cylinder or a truncated cone, depending on the values of the radii.
-Each end of the <I>particle</I> is a hemisphere of the specified radius.
-</DD>
-<HR>
-
-<DT><a NAME="PIPE"><B>pipe</B></DT>
-
-<DD>The <I>pipe</I> solid is defined by a sequence of control points, each
-with values for inner radius, outer radius, and bend radius. The actual 
<I>pipe</I>
-starts at the first control point and ends at the last control point.
-The intervening control points are replaced by circular bends with the
-specified bend radius, so the <I>pipe</I> is not likely to actually pass 
through
-these points. An inner radius of zero indicates a solid <I>pipe</I> or wire.
-</DD>
-<HR>
-
-<DT><a NAME="PG"><B>polysolid</B></DT>
-
-<DD>The <I>polysolid</I> is defined by a set of planar polygons. Each polygon
-may have up to 5 unique vertices. The vertices of each polygon must be in
-counter&#173clockwise order when viewed from outside the solid. The set of 
polygons
-must completely enclose the interior of the <I>polysolid</I>.
-</DD>
-<HR>
-
-<DT><a NAME="RHC"><B>right hyperbolic cylinder</B></DT>
-
-<DD>The <I>right hyperbolic cylinder</I> (also referred to as <I>RHC</I>)
-is a solid built by extruding a truncated hyperbola through a height vector.
-</DD>
-<HR>
-
-<DT><a NAME="RPC"><B>right parabolic cylinder</B></DT>
-
-<DD>The <I>right parabolic cylinder</I> (also referred to as <I>RPC</I>)
-is a solid built by extruding a truncated parabola through a height vector.
-</DD>
-<HR>
-
-<DT><a NAME="SPLINE"><B>spline</B></DT>
-
-<DD>The <I>spline</I> solid is defined by a set of non&#173uniform rational
-<I>B</I>&#173spline surfaces (NURBs). There are no trimming curves in the 
<I>spline</I>
-solid, so each NURB surface must exactly adjoin its neighbor so that the
-interior of the <I>spline</I> solid is completely enclosed and no parts of any 
NURB
-surface are dangling outside the solid.
-</DD>
-<HR>
-
-<DT><a NAME="TOR"><B>torus</B></DT>
-
-<DD>The <I>torus</I> is defined by sweeping one circle through a larger 
circular path.
-The planes of the circles are mutually perpendicular.
-</DD>
-<HR>
-
-<DT><a NAME="TGC"><B>truncated general cone</B></DT> (also referred to as 
<I>TGC</I>)
-
-<DD>The <I>TGC</I> solid is a truncated cone with elliptical (or circular) 
base and top.
-The base and top must be parallel, but the height vector connecting the center 
of
-the base with the center of the top does not need to be perpendicular to them.
-</DD>
-<HR>
-
-<DT><a NAME="VOL"><B>vol</B></DT>
-
-<DD>The <I>vol</I> solid is defined by a 3-dimensional array of unsigned char 
values.
-The solid requires a file of these values, the extent of the file (in bytes) 
in each dimension, the
-size of each cell, and high and low thresholds. Any value in the file that is 
between the
-thresholds (inclusive) represents a solid cell.
-</DD>
-<HR>
-
-</BODY>
-</HTML>
+<!DOCTYPE html>
+<html>
+<head>
+  <title>BRL­CAD Primitive Solids</title>
+  <style type="text/css">
+  body {
+  background-color: #E0D8C8;
+  color: #000000;
+  }
+  a.c2 {font-style: italic}
+  a.c1 {font-weight: bold}
+  </style>
+</head>
+<body>
+  <h1>BRL­CAD Primitive Solids</h1>
+  <hr>
+  <dt>
+    <a class="c1" name="ARB" id="ARB">ARB</a>
+  </dt>
+  <dd>The <i>ARB</i> is a planar-faced convex solid with between
+  four and eight unique vertices. The specific type of <i>ARB</i>
+  is often referred to by adding the number of unique vertices to
+  the word <i>ARB</i>. For example, an <i>ARB8</i> is the usual
+  solid block, an <i>ARB4</i> is a tetrahedron, and an <i>ARB6</i>
+  may be a wedge shape.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="ARS" id="ARS">arbitrary faceted solid</a>
+  </dt>
+  <dd>The <i>arbitrary faceted solid</i> (Also referred to as
+  <i>ARS</i>) is a planar-faced solid defined by any number of
+  curves (more precisely closed polylines). These curves are
+  typically planar <i>waterline</i> or <i>station</i> curves, but
+  they are not restricted to being planar. Each curve in a
+  particular <i>ARS</i> must have the same number of points. The
+  first and last curves are normally degenerate, each consisting of
+  repetitions of a single point to make up the correct number of
+  points for a curve. Faces are built by connecting corresponding
+  points on adjacent curves. Since the curves are assumed to be
+  closed, the last point on any curve is implicitly connected to
+  the first point on the same curve</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="ARBN" id="ARBN">ARBN</a>
+  </dt>
+  <dd>The <i>ARBN</i> is a planar faced convex solid defined by any
+  number of bounding planes.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="BOT" id="BOT">BOT</a>
+  </dt>
+  <dd>The <i>BOT</i> solid is a collection of triangular facets. It
+  may represent a zero thickness surface, a finite thickness plate,
+  or a solid volume bounded by the triangles. The surface normal
+  for each triangle may be unoriented, oriented according to the
+  right-hand rule, or oriented according to the left-hand
+  rule.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="ELL" id="ELL">ellipsoid</a>
+  </dt>
+  <dd>The <i>ellipsoid</i> is a solid defined by three mutually
+  perpendicular semi­axes. When the axes are of unequal length, an
+  ellipsoid is generated. When the axes are all the same length, a
+  sphere is generated.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="EHY" id="EHY">elliptical hyperboloid</a>
+  </dt>
+  <dd>The <i>elliptical hyperboloid</i> (also referred to as
+  <i>EHY</i>) is a solid with an elliptical base the remainder of
+  the surface of which is defined by hyperbolas that run from any
+  point on the ellipse through a common vertex at a specified
+  distance from the ellipse and back to the ellipse at the point
+  diametrically opposite the starting point. Further control of the
+  surface may be obtained by specifying the distance from the
+  hyperbolas to the vertex of the asymptotes.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="EPA" id="EPA">elliptical paraboloid</a>
+  </dt>
+  <dd>The <i>elliptical paraboloid</i> (also referred to as
+  <i>EPA</i>) is a solid with an elliptical base the remainder of
+  the surface of which is defined by parabolas that run from any
+  point on the ellipse through a common vertex at a specified
+  distance from the ellipse and back to the ellipse at a point
+  diametrically opposite the starting point.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="ETO" id="ETO">elliptical torus</a>
+  </dt>
+  <dd>The <i>Elliptical Torus</i> (Also referred to as <i>ETO</i>)
+  is defined by sweeping an ellipse through a circular path. The
+  plane of the ellipse and the plane of the circular path are
+  mutually perpendicular.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="EBM" id="EBM">extruded bitmap</a>
+  </dt>
+  <dd>The <i>extruded bitmap</i> (also referred to as <i>EBM</i>)
+  is a solid based on a greyscale bitmap. The bitmap is an array of
+  unsigned char values, see bw(5), and is extruded by some
+  distance. The <i>EBM</i> solid requires the dimensions of the
+  bitmap file (height and width in bytes), an extrusion length, and
+  a transformation matrix to position the <i>EBM</i>. Each byte in
+  the bitmap file is treated as the base of a cell that is extruded
+  by the specified extrusion length. If the value of the byte is
+  non­zero, then that cell is considered solid.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="HAF" id="HAF">half space</a>
+  </dt>
+  <dd>A <i>half space</i> is the portion of space on one side of a
+  plane. It is represented by its boundary (the plane) and its
+  outward-pointing normal vector.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="HF" id="HF">height field</a>
+  </dt>
+  <dd>The <i>height field</i> is a solid defined by a series of
+  height measurements on a regular grid. In addition to a file of
+  height measurements, this solid also requires a location vector,
+  width and height direction vectors, and some scale factors.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="NMG" id="NMG"><i>n</i>­manifold
+    geometry</a>
+  </dt>(also referred to as <i>NMG</i>)
+  <dd>
+    The <i>n­manifold geometry</i> solid, sometimes known as a
+    <i>non­manifold geometry</i>, is based on the description by
+    Kevin Weiler in ``The Radial Edge Structure: A Topological
+    Representation for Non­Manifold Geometric Modeling'' from
+    <i>Geometric Modeling for CAD Applications</i> (Springer
+    Verlag, 1987). A useful reference for the <i>NMG</i> solid is
+    <a class="c2" href=
+    "http://ftp.arl.army.mil/~mike/papers/90nmg";>Combinatorial
+    Solid Geometry, Boundary Representations, and Non_Manifold
+    Geometry</a>.
+  </dd>
+  <hr>
+  <dt>
+    <a class="c1" name="PART" id="PART">particle</a>
+  </dt>
+  <dd>The <i>particle</i> solid is a lozenge-shaped object defined
+  by a vertex, a height vector and radii at both ends. The body of
+  the <i>particle</i> is either a cylinder or a truncated cone,
+  depending on the values of the radii. Each end of the
+  <i>particle</i> is a hemisphere of the specified radius.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="PIPE" id="PIPE">pipe</a>
+  </dt>
+  <dd>The <i>pipe</i> solid is defined by a sequence of control
+  points, each with values for inner radius, outer radius, and bend
+  radius. The actual <i>pipe</i> starts at the first control point
+  and ends at the last control point. The intervening control
+  points are replaced by circular bends with the specified bend
+  radius, so the <i>pipe</i> is not likely to actually pass through
+  these points. An inner radius of zero indicates a solid
+  <i>pipe</i> or wire.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="PG" id="PG">polysolid</a>
+  </dt>
+  <dd>The <i>polysolid</i> is defined by a set of planar polygons.
+  Each polygon may have up to 5 unique vertices. The vertices of
+  each polygon must be in counter­clockwise order when viewed from
+  outside the solid. The set of polygons must completely enclose
+  the interior of the <i>polysolid</i>.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="RHC" id="RHC">right hyperbolic cylinder</a>
+  </dt>
+  <dd>The <i>right hyperbolic cylinder</i> (also referred to as
+  <i>RHC</i>) is a solid built by extruding a truncated hyperbola
+  through a height vector.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="RPC" id="RPC">right parabolic cylinder</a>
+  </dt>
+  <dd>The <i>right parabolic cylinder</i> (also referred to as
+  <i>RPC</i>) is a solid built by extruding a truncated parabola
+  through a height vector.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="SPLINE" id="SPLINE">spline</a>
+  </dt>
+  <dd>The <i>spline</i> solid is defined by a set of non­uniform
+  rational <i>B</i>­spline surfaces (NURBs). There are no trimming
+  curves in the <i>spline</i> solid, so each NURB surface must
+  exactly adjoin its neighbor so that the interior of the
+  <i>spline</i> solid is completely enclosed and no parts of any
+  NURB surface are dangling outside the solid.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="TOR" id="TOR">torus</a>
+  </dt>
+  <dd>The <i>torus</i> is defined by sweeping one circle through a
+  larger circular path. The planes of the circles are mutually
+  perpendicular.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="TGC" id="TGC">truncated general cone</a>
+  </dt>(also referred to as <i>TGC</i>)
+  <dd>The <i>TGC</i> solid is a truncated cone with elliptical (or
+  circular) base and top. The base and top must be parallel, but
+  the height vector connecting the center of the base with the
+  center of the top does not need to be perpendicular to them.</dd>
+  <hr>
+  <dt>
+    <a class="c1" name="VOL" id="VOL">vol</a>
+  </dt>
+  <dd>The <i>vol</i> solid is defined by a 3-dimensional array of
+  unsigned char values. The solid requires a file of these values,
+  the extent of the file (in bytes) in each dimension, the size of
+  each cell, and high and low thresholds. Any value in the file
+  that is between the thresholds (inclusive) represents a solid
+  cell.</dd>
+  <hr>
+</body>
+</html>

Modified: brlcad/trunk/doc/html/manuals/mged/cmd_line_ed.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/cmd_line_ed.html 2020-05-28 18:58:04 UTC 
(rev 75966)
+++ brlcad/trunk/doc/html/manuals/mged/cmd_line_ed.html 2020-05-28 19:35:09 UTC 
(rev 75967)
@@ -1,120 +1,355 @@
 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
-<HTML>
-<HEAD>
-<title>Command Line Editing</title>
-</HEAD>
-<BODY BGCOLOR="#E0D8c8" TEXT="#000000">
+<html>
+<head>
+  <title>Command Line Editing</title>
+  <style type="text/css">
+  body {
+  background-color: #E0D8C8;
+  color: #000000;
+  }
+  div.c1 {text-align: center}
+  </style>
+</head>
+<body>
+  <div class="c1">
+    <h2>Command Line Editing</h2>
+  </div><a name="emacs"></a>
+  <div class="c1">
+    <h3>Emacs Bindings</h3>
+  </div>
+  <table>
+    <tr>
+      <th align="left">Key Sequence</th>
+      <th align="left">Function</th>
+    </tr>
+    <tr>
+      <td align="left">BackSpace</td>
+      <td align="left">backward delete character</td>
+    </tr>
+    <tr>
+      <td align="left">Delete</td>
+      <td align="left">backward delete character</td>
+    </tr>
+    <tr>
+      <td align="left">Left</td>
+      <td align="left">backward character</td>
+    </tr>
+    <tr>
+      <td align="left">Right</td>
+      <td align="left">forward character</td>
+    </tr>
+    <tr>
+      <td align="left">Up</td>
+      <td align="left">previous command</td>
+    </tr>
+    <tr>
+      <td align="left">Down</td>
+      <td align="left">next command</td>
+    </tr>
+    <tr>
+      <td align="left">Home</td>
+      <td align="left">beginning of line</td>
+    </tr>
+    <tr>
+      <td align="left">End</td>
+      <td align="left">end of line</td>
+    </tr>
+    <tr>
+      <td align="left">C-a</td>
+      <td align="left">move to beginning of line</td>
+    </tr>
+    <tr>
+      <td align="left">C-b</td>
+      <td align="left">move back one character</td>
+    </tr>
+    <tr>
+      <td align="left">C-c</td>
+      <td align="left">interrupt</td>
+    </tr>
+    <tr>
+      <td align="left">C-d</td>
+      <td align="left">delete character at cursor</td>
+    </tr>
+    <tr>
+      <td align="left">C-e</td>
+      <td align="left">move to end of line</td>
+    </tr>
+    <tr>
+      <td align="left">C-f</td>
+      <td align="left">move forward one character</td>
+    </tr>
+    <tr>
+      <td align="left">C-h</td>
+      <td align="left">backward delete character</td>
+    </tr>
+    <tr>
+      <td align="left">C-k</td>
+      <td align="left">delete to end of line</td>
+    </tr>
+    <tr>
+      <td align="left">C-n</td>
+      <td align="left">next history command</td>
+    </tr>
+    <tr>
+      <td align="left">C-p</td>
+      <td align="left">previous history command</td>
+    </tr>
+    <tr>
+      <td align="left">C-t</td>
+      <td align="left">transpose characters</td>
+    </tr>
+    <tr>
+      <td align="left">C-u</td>
+      <td align="left">delete whole line</td>
+    </tr>
+    <tr>
+      <td align="left">C-w</td>
+      <td align="left">backward delete word</td>
+    </tr>
+  </table><br>
+  <hr>
+  <br>
+  <a name="vi"></a>
+  <div class="c1">
+    <h3>VI Bindings</h3>
+  </div>
+  <table>
+    <caption>
+      <strong>Insert and Command Mode</strong>
+    </caption>
+    <tr>
+      <th align="left">Key Sequence</th>
+      <th align="left">Function</th>
+    </tr>
+    <tr>
+      <td align="left">Delete</td>
+      <td align="left">backward delete character</td>
+    </tr>
+    <tr>
+      <td align="left">Up</td>
+      <td align="left">previous command</td>
+    </tr>
+    <tr>
+      <td align="left">Down</td>
+      <td align="left">next command</td>
+    </tr>
+    <tr>
+      <td align="left">Home</td>
+      <td align="left">beginning of line</td>
+    </tr>
+    <tr>
+      <td align="left">End</td>
+      <td align="left">end of line</td>
+    </tr>
+    <tr>
+      <td align="left">Control-a</td>
+      <td align="left">beginning of line</td>
+    </tr>
+    <tr>
+      <td align="left">Control-b</td>
+      <td align="left">backward character</td>
+    </tr>
+    <tr>
+      <td align="left">Control-c</td>
+      <td align="left">interrupt command</td>
+    </tr>
+    <tr>
+      <td align="left">Control-e</td>
+      <td align="left">end of line</td>
+    </tr>
+    <tr>
+      <td align="left">Control-f</td>
+      <td align="left">forward character</td>
+    </tr>
+    <tr>
+      <td align="left">Control-h</td>
+      <td align="left">backward delete character</td>
+    </tr>
+    <tr>
+      <td align="left">Control-k</td>
+      <td align="left">delete end of line</td>
+    </tr>
+    <tr>
+      <td align="left">Control-n</td>
+      <td align="left">next command</td>
+    </tr>
+    <tr>
+      <td align="left">Control-p</td>
+      <td align="left">previous command</td>
+    </tr>
+    <tr>
+      <td align="left">Control-t</td>
+      <td align="left">transpose</td>
+    </tr>
+    <tr>
+      <td align="left">Control-u</td>
+      <td align="left">delete to beginning of line</td>
+    </tr>
+    <tr>
+      <td align="left">Control-w</td>
+      <td align="left">backward delete word</td>
+    </tr>
+  </table>
+  <pre>
 
-<CENTER><H2>Command Line Editing</H2></CENTER>
+</pre>
+  <table>
+    <caption>
+      <strong>Insert Mode</strong>
+    </caption>
+    <tr>
+      <th align="left">Key Sequence</th>
+      <th align="left">Function</th>
+    </tr>
+    <tr>
+      <td align="left">Escape</td>
+      <td align="left">command</td>
+    </tr>
+    <tr>
+      <td align="left">Left</td>
+      <td align="left">backward character, command</td>
+    </tr>
+    <tr>
+      <td align="left">Right</td>
+      <td align="left">forward character, command</td>
+    </tr>
+    <tr>
+      <td align="left">BackSpace</td>
+      <td align="left">backward delete character</td>
+    </tr>
+  </table>
+  <pre>
 
-<A NAME="emacs">
-<CENTER><H3>Emacs Bindings</H3></CENTER>
-<TABLE>
-<TR><TH ALIGN=LEFT>Key Sequence</TH><TH ALIGN=LEFT>Function</TH>
-<TR><TD ALIGN=LEFT>BackSpace</TD><TD ALIGN=LEFT>backward delete character</TD>
-<TR><TD ALIGN=LEFT>Delete</TD><TD ALIGN=LEFT>backward delete character</TD>
-<TR><TD ALIGN=LEFT>Left</TD><TD ALIGN=LEFT>backward character</TD>
-<TR><TD ALIGN=LEFT>Right</TD><TD ALIGN=LEFT>forward character</TD>
-<TR><TD ALIGN=LEFT>Up</TD><TD ALIGN=LEFT>previous command</TD>
-<TR><TD ALIGN=LEFT>Down</TD><TD ALIGN=LEFT>next command</TD>
-<TR><TD ALIGN=LEFT>Home</TD><TD ALIGN=LEFT>beginning of line</TD>
-<TR><TD ALIGN=LEFT>End</TD><TD ALIGN=LEFT>end of line</TD>
-<TR><TD ALIGN=LEFT>C-a</TD><TD ALIGN=LEFT>move to beginning of line</TD>
-<TR><TD ALIGN=LEFT>C-b</TD><TD ALIGN=LEFT>move back one character</TD>
-<TR><TD ALIGN=LEFT>C-c</TD><TD ALIGN=LEFT>interrupt</TD>
-<TR><TD ALIGN=LEFT>C-d</TD><TD ALIGN=LEFT>delete character at cursor</TD>
-<TR><TD ALIGN=LEFT>C-e</TD><TD ALIGN=LEFT>move to end of line</TD>
-<TR><TD ALIGN=LEFT>C-f</TD><TD ALIGN=LEFT>move forward one character</TD>
-<TR><TD ALIGN=LEFT>C-h</TD><TD ALIGN=LEFT>backward delete character</TD>
-<TR><TD ALIGN=LEFT>C-k</TD><TD ALIGN=LEFT>delete to end of line</TD>
-<TR><TD ALIGN=LEFT>C-n</TD><TD ALIGN=LEFT>next history command</TD>
-<TR><TD ALIGN=LEFT>C-p</TD><TD ALIGN=LEFT>previous history command</TD>
-<TR><TD ALIGN=LEFT>C-t</TD><TD ALIGN=LEFT>transpose characters</TD>
-<TR><TD ALIGN=LEFT>C-u</TD><TD ALIGN=LEFT>delete whole line</TD>
-<TR><TD ALIGN=LEFT>C-w</TD><TD ALIGN=LEFT>backward delete word</TD>
-</TABLE>
-
-<BR>
-<HR>
-<BR>
-
-<A NAME="vi">
-<CENTER><H3>VI Bindings</H3></CENTER>
-<TABLE>
-<CAPTION><STRONG>Insert and Command Mode</STRONG></CAPTION>
-<TR><TH ALIGN=LEFT>Key Sequence</TH><TH ALIGN=LEFT>Function</TH>
-<TR><TD ALIGN=LEFT>Delete</TD><TD ALIGN=LEFT>backward delete character</TD>
-<TR><TD ALIGN=LEFT>Up</TD><TD ALIGN=LEFT>previous command</TD>
-<TR><TD ALIGN=LEFT>Down</TD><TD ALIGN=LEFT>next command</TD>
-<TR><TD ALIGN=LEFT>Home</TD><TD ALIGN=LEFT>beginning of line</TD>
-<TR><TD ALIGN=LEFT>End</TD><TD ALIGN=LEFT>end of line</TD>
-<TR><TD ALIGN=LEFT>Control-a</TD><TD ALIGN=LEFT>beginning of line</TD>
-<TR><TD ALIGN=LEFT>Control-b</TD><TD ALIGN=LEFT>backward character</TD>
-<TR><TD ALIGN=LEFT>Control-c</TD><TD ALIGN=LEFT>interrupt command</TD>
-<TR><TD ALIGN=LEFT>Control-e</TD><TD ALIGN=LEFT>end of line</TD>
-<TR><TD ALIGN=LEFT>Control-f</TD><TD ALIGN=LEFT>forward character</TD>
-<TR><TD ALIGN=LEFT>Control-h</TD><TD ALIGN=LEFT>backward delete character</TD>
-<TR><TD ALIGN=LEFT>Control-k</TD><TD ALIGN=LEFT>delete end of line</TD>
-<TR><TD ALIGN=LEFT>Control-n</TD><TD ALIGN=LEFT>next command</TD>
-<TR><TD ALIGN=LEFT>Control-p</TD><TD ALIGN=LEFT>previous command</TD>
-<TR><TD ALIGN=LEFT>Control-t</TD><TD ALIGN=LEFT>transpose</TD>
-<TR><TD ALIGN=LEFT>Control-u</TD><TD ALIGN=LEFT>delete to beginning of 
line</TD>
-<TR><TD ALIGN=LEFT>Control-w</TD><TD ALIGN=LEFT>backward delete word</TD>
-</TABLE>
-
-<PRE>
-
-</PRE>
-
-<TABLE>
-<CAPTION><STRONG>Insert Mode</STRONG></CAPTION>
-<TR><TH ALIGN=LEFT>Key Sequence</TH><TH ALIGN=LEFT>Function</TH>
-<TR><TD ALIGN=LEFT>Escape</TD><TD ALIGN=LEFT>command</TD>
-<TR><TD ALIGN=LEFT>Left</TD><TD ALIGN=LEFT>backward character, command</TD>
-<TR><TD ALIGN=LEFT>Right</TD><TD ALIGN=LEFT>forward character, command</TD>
-<TR><TD ALIGN=LEFT>BackSpace</TD><TD ALIGN=LEFT>backward delete character</TD>
-</TABLE>
-
-<PRE>
-
-</PRE>
-
-<TABLE>
-<CAPTION><STRONG>Command Mode</STRONG></CAPTION>
-<CENTER>
-<TR><TH ALIGN=LEFT>Key Sequence</TH><TH ALIGN=LEFT>Function</TH>
-<TR><TD ALIGN=LEFT>Left</TD><TD ALIGN=LEFT>backward character</TD>
-<TR><TD ALIGN=LEFT>Right</TD><TD ALIGN=LEFT>forward character</TD>
-<TR><TD ALIGN=LEFT>BackSpace</TD><TD ALIGN=LEFT>backward character</TD>
-<TR><TD ALIGN=LEFT>Space</TD><TD ALIGN=LEFT>forward character</TD>
-<TR><TD ALIGN=LEFT>A</TD><TD ALIGN=LEFT>end of line, insert (i.e. append to 
end of line)</TD>
-<TR><TD ALIGN=LEFT>C</TD><TD ALIGN=LEFT>delete to end of line, insert</TD>
-<TR><TD ALIGN=LEFT>D</TD><TD ALIGN=LEFT>delete to end of line</TD>
-<TR><TD ALIGN=LEFT>F</TD><TD ALIGN=LEFT>search backward character</TD>
-<TR><TD ALIGN=LEFT>I</TD><TD ALIGN=LEFT>beginning of line, insert</TD>
-<TR><TD ALIGN=LEFT>R</TD><TD ALIGN=LEFT>overwrite</TD>
-<TR><TD ALIGN=LEFT>X</TD><TD ALIGN=LEFT>backward delete character</TD>
-<TR><TD ALIGN=LEFT>0</TD><TD ALIGN=LEFT>beginning of line</TD>
-<TR><TD ALIGN=LEFT>$</TD><TD ALIGN=LEFT>end of line</TD>
-<TR><TD ALIGN=LEFT>;</TD><TD ALIGN=LEFT>continue search in same direction</TD>
-<TR><TD ALIGN=LEFT>,</TD><TD ALIGN=LEFT>continue search in opposite 
direction</TD>
-<TR><TD ALIGN=LEFT>a</TD><TD ALIGN=LEFT>forward character, insert (i.e. 
append)</TD>
-<TR><TD ALIGN=LEFT>b</TD><TD ALIGN=LEFT>backward word</TD>
-<TR><TD ALIGN=LEFT>c</TD><TD ALIGN=LEFT>change</TD>
-<TR><TD ALIGN=LEFT>d</TD><TD ALIGN=LEFT>delete</TD>
-<TR><TD ALIGN=LEFT>e</TD><TD ALIGN=LEFT>end of word</TD>
-<TR><TD ALIGN=LEFT>f</TD><TD ALIGN=LEFT>search forward character</TD>
-<TR><TD ALIGN=LEFT>h</TD><TD ALIGN=LEFT>backward character</TD>
-<TR><TD ALIGN=LEFT>i</TD><TD ALIGN=LEFT>insert</TD>
-<TR><TD ALIGN=LEFT>j</TD><TD ALIGN=LEFT>next command</TD>
-<TR><TD ALIGN=LEFT>k</TD><TD ALIGN=LEFT>previous command</TD>
-<TR><TD ALIGN=LEFT>l</TD><TD ALIGN=LEFT>forward character</TD>
-<TR><TD ALIGN=LEFT>r</TD><TD ALIGN=LEFT>replace character</TD>
-<TR><TD ALIGN=LEFT>s</TD><TD ALIGN=LEFT>delete character, insert</TD>
-<TR><TD ALIGN=LEFT>w</TD><TD ALIGN=LEFT>forward word</TD>
-<TR><TD ALIGN=LEFT>x</TD><TD ALIGN=LEFT>delete character</TD>
-</CENTER>
-</TABLE>
-
-</BODY>
-</HTML>
+</pre>
+  <table>
+    <caption>
+      <strong>Command Mode</strong>
+    </caption>
+    <tr>
+      <th align="left">Key Sequence</th>
+      <th align="left">Function</th>
+    </tr>
+    <tr>
+      <td align="left">Left</td>
+      <td align="left">backward character</td>
+    </tr>
+    <tr>
+      <td align="left">Right</td>
+      <td align="left">forward character</td>
+    </tr>
+    <tr>
+      <td align="left">BackSpace</td>
+      <td align="left">backward character</td>
+    </tr>
+    <tr>
+      <td align="left">Space</td>
+      <td align="left">forward character</td>
+    </tr>
+    <tr>
+      <td align="left">A</td>
+      <td align="left">end of line, insert (i.e. append to end of
+      line)</td>
+    </tr>
+    <tr>
+      <td align="left">C</td>
+      <td align="left">delete to end of line, insert</td>
+    </tr>
+    <tr>
+      <td align="left">D</td>
+      <td align="left">delete to end of line</td>
+    </tr>
+    <tr>
+      <td align="left">F</td>
+      <td align="left">search backward character</td>
+    </tr>
+    <tr>
+      <td align="left">I</td>
+      <td align="left">beginning of line, insert</td>
+    </tr>
+    <tr>
+      <td align="left">R</td>
+      <td align="left">overwrite</td>
+    </tr>
+    <tr>
+      <td align="left">X</td>
+      <td align="left">backward delete character</td>
+    </tr>
+    <tr>
+      <td align="left">0</td>
+      <td align="left">beginning of line</td>
+    </tr>
+    <tr>
+      <td align="left">$</td>
+      <td align="left">end of line</td>
+    </tr>
+    <tr>
+      <td align="left">;</td>
+      <td align="left">continue search in same direction</td>
+    </tr>
+    <tr>
+      <td align="left">,</td>
+      <td align="left">continue search in opposite direction</td>
+    </tr>
+    <tr>
+      <td align="left">a</td>
+      <td align="left">forward character, insert (i.e. append)</td>
+    </tr>
+    <tr>
+      <td align="left">b</td>
+      <td align="left">backward word</td>
+    </tr>
+    <tr>
+      <td align="left">c</td>
+      <td align="left">change</td>
+    </tr>
+    <tr>
+      <td align="left">d</td>
+      <td align="left">delete</td>
+    </tr>
+    <tr>
+      <td align="left">e</td>
+      <td align="left">end of word</td>
+    </tr>
+    <tr>
+      <td align="left">f</td>
+      <td align="left">search forward character</td>
+    </tr>
+    <tr>
+      <td align="left">h</td>
+      <td align="left">backward character</td>
+    </tr>
+    <tr>
+      <td align="left">i</td>
+      <td align="left">insert</td>
+    </tr>
+    <tr>
+      <td align="left">j</td>
+      <td align="left">next command</td>
+    </tr>
+    <tr>
+      <td align="left">k</td>
+      <td align="left">previous command</td>
+    </tr>
+    <tr>
+      <td align="left">l</td>
+      <td align="left">forward character</td>
+    </tr>
+    <tr>
+      <td align="left">r</td>
+      <td align="left">replace character</td>
+    </tr>
+    <tr>
+      <td align="left">s</td>
+      <td align="left">delete character, insert</td>
+    </tr>
+    <tr>
+      <td align="left">w</td>
+      <td align="left">forward word</td>
+    </tr>
+    <tr>
+      <td align="left">x</td>
+      <td align="left">delete character</td>
+    </tr>
+  </table>
+</body>
+</html>

Deleted: brlcad/trunk/doc/html/manuals/mged/concl.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/concl.html       2020-05-28 18:58:04 UTC 
(rev 75966)
+++ brlcad/trunk/doc/html/manuals/mged/concl.html       2020-05-28 19:35:09 UTC 
(rev 75967)
@@ -1,6 +0,0 @@
-<HEAD></HEAD><BODY BGCOLOR="#E0D8c8" TEXT="#000000">
-<h1>Conclusion</h1>
-<p>Some pontifications
-<hr>
-<a href="chapt3.html"><-Previous</a>
-</BODY>

Modified: brlcad/trunk/doc/html/manuals/mged/default_key_bindings.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/default_key_bindings.html        
2020-05-28 18:58:04 UTC (rev 75966)
+++ brlcad/trunk/doc/html/manuals/mged/default_key_bindings.html        
2020-05-28 19:35:09 UTC (rev 75967)
@@ -1,57 +1,243 @@
 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
-<HTML>
-<HEAD>
-<title>Default Key Bindings</title>
-</HEAD>
-<BODY>
-<h1>Default Key Bindings</h1>
-<TABLE COLS=3 RULES=all BORDER=1 CELLPADDING=3>
-<TR><TH ALIGN=LEFT>Key<TH ALIGN=LEFT>Command<TH ALIGN=LEFT>Description
-<TR><TD ALIGN=LEFT>a <TD ALIGN=LEFT>adc <TD ALIGN=LEFT>toggle adc cursor
-<TR><TD ALIGN=LEFT>e <TD ALIGN=LEFT>set e_axes ! <TD ALIGN=LEFT>toggle edit 
axes
-<TR><TD ALIGN=LEFT>v <TD ALIGN=LEFT>set v_axes ! <TD ALIGN=LEFT>toggle view 
axes
-<TR><TD ALIGN=LEFT>w <TD ALIGN=LEFT>set w_axes ! <TD ALIGN=LEFT>toggle world 
axes
-<TR><TD ALIGN=LEFT>i <TD ALIGN=LEFT>aip f <TD ALIGN=LEFT>advance illumination 
pointer forward
-<TR><TD ALIGN=LEFT>I <TD ALIGN=LEFT>aip b <TD ALIGN=LEFT>advance illumination 
pointer backward
-<TR><TD ALIGN=LEFT>p <TD ALIGN=LEFT>M 1 0 0 <TD ALIGN=LEFT>simulate mouse click
-<TR><TD ALIGN=LEFT>3 <TD ALIGN=LEFT>press 35,25 <TD ALIGN=LEFT>set view 
azimuth/elevation to 35/25
-<TR><TD ALIGN=LEFT>4 <TD ALIGN=LEFT>press 45,45 <TD ALIGN=LEFT>set view 
azimuth/elevation to 45/45
-<TR><TD ALIGN=LEFT>f <TD ALIGN=LEFT>press front <TD ALIGN=LEFT>set view 
azimuth/elevation to 0/0
-<TR><TD ALIGN=LEFT>t <TD ALIGN=LEFT>press top <TD ALIGN=LEFT>set view 
azimuth/elevation to -90/90
-<TR><TD ALIGN=LEFT>b <TD ALIGN=LEFT>press bottom <TD ALIGN=LEFT>set view 
azimuth/elevation to -90/-90
-<TR><TD ALIGN=LEFT>l <TD ALIGN=LEFT>press left <TD ALIGN=LEFT>set view 
azimuth/elevation to 90/0
-<TR><TD ALIGN=LEFT>r <TD ALIGN=LEFT>press right <TD ALIGN=LEFT>set view 
azimuth/elevation to 270/0
-<TR><TD ALIGN=LEFT>R <TD ALIGN=LEFT>press rear <TD ALIGN=LEFT>set view 
azimuth/elevation to 180/0
-<TR><TD ALIGN=LEFT>s <TD ALIGN=LEFT>press sill <TD ALIGN=LEFT>solid illuminate
-<TR><TD ALIGN=LEFT>o <TD ALIGN=LEFT>press oill <TD ALIGN=LEFT>object illuminate
-<TR><TD ALIGN=LEFT>q <TD ALIGN=LEFT>press reject <TD ALIGN=LEFT>reject edit
-<TR><TD ALIGN=LEFT>u <TD ALIGN=LEFT>svb <TD ALIGN=LEFT>set view reference base
-<TR><TD ALIGN=LEFT>&lt;F1&gt; <TD ALIGN=LEFT>dm set depthcue ! <TD 
ALIGN=LEFT>toggle depth cue
-<TR><TD ALIGN=LEFT>&lt;F2&gt; <TD ALIGN=LEFT>dm set zclip ! <TD 
ALIGN=LEFT>toggle zclip
-<TR><TD ALIGN=LEFT>&lt;F3&gt; <TD ALIGN=LEFT>dm set perspective ! <TD 
ALIGN=LEFT>toggle perspective
-<TR><TD ALIGN=LEFT>&lt;F4&gt; <TD ALIGN=LEFT>dm set zbuffer ! <TD 
ALIGN=LEFT>toggle zbuffer
-<TR><TD ALIGN=LEFT>&lt;F5&gt; <TD ALIGN=LEFT>dm set lighting ! <TD 
ALIGN=LEFT>toggle lighting
-<TR><TD ALIGN=LEFT>&lt;F6&gt; <TD ALIGN=LEFT>dm set set_perspective !<TD 
ALIGN=LEFT>next perspective angle
-<TR><TD ALIGN=LEFT>&lt;F7&gt; <TD ALIGN=LEFT>set faceplate ! <TD 
ALIGN=LEFT>toggle faceplate
-<TR><TD ALIGN=LEFT>&lt;F8&gt; <TD ALIGN=LEFT>set orig_gui ! <TD 
ALIGN=LEFT>toggle menu
-<TR><TD ALIGN=LEFT>&lt;F9&gt; <TD ALIGN=LEFT>set send_key ! <TD 
ALIGN=LEFT>toggle send_key mode
-<TR><TD ALIGN=LEFT>&lt;F12&gt; <TD ALIGN=LEFT>knob zero <TD ALIGN=LEFT>zero 
knobs
-<TR><TD ALIGN=LEFT>&lt;Left&gt; <TD ALIGN=LEFT>knob -i ay 
-$mged_rotate_factor<TD ALIGN=LEFT>negative rotation about the y axis
-<TR><TD ALIGN=LEFT>&lt;Right&gt; <TD ALIGN=LEFT>knob -i ay 
$mged_rotate_factor<TD ALIGN=LEFT>positive rotation about the y axis
-<TR><TD ALIGN=LEFT>&lt;Down&gt; <TD ALIGN=LEFT>knob -i ax 
$mged_rotate_factor<TD ALIGN=LEFT>positive rotation about the x axis
-<TR><TD ALIGN=LEFT>&lt;Up&gt; <TD ALIGN=LEFT>knob -i ax 
-$mged_rotate_factor<TD ALIGN=LEFT>negative rotation about the x axis
-<TR><TD ALIGN=LEFT>&lt;Shift-Left&gt; <TD ALIGN=LEFT>knob -i aX 
$mged_tran_factor<TD ALIGN=LEFT>positive translation in X
-<TR><TD ALIGN=LEFT>&lt;Shift-Right&gt; <TD ALIGN=LEFT>knob -i aX 
-$mged_tran_factor<TD ALIGN=LEFT>negative translation in X
-<TR><TD ALIGN=LEFT>&lt;Shift-Down&gt; <TD ALIGN=LEFT>knob -i aZ 
-$mged_tran_factor<TD ALIGN=LEFT>negative translation in Z
-<TR><TD ALIGN=LEFT>&lt;Shift-Up&gt; <TD ALIGN=LEFT>knob -i aZ 
$mged_tran_factor<TD ALIGN=LEFT>positive translation in Z
-<TR><TD ALIGN=LEFT>&lt;Control-Shift-Left&gt; <TD ALIGN=LEFT>knob -i az 
$mged_rotate_factor<TD ALIGN=LEFT>positive rotation about the z axis
-<TR><TD ALIGN=LEFT>&lt;Control-Shift-Right&gt; <TD ALIGN=LEFT>knob -i az 
-$mged_rotate_factor<TD ALIGN=LEFT>negative rotation about the z axis
-<TR><TD ALIGN=LEFT>&lt;Control-Shift-Down&gt; <TD ALIGN=LEFT>knob -i aY 
$mged_rotate_factor<TD ALIGN=LEFT>positive translation in Y
-<TR><TD ALIGN=LEFT>&lt;Control-Shift-Up&gt; <TD ALIGN=LEFT>knob -i aY 
-$mged_rotate_factor<TD ALIGN=LEFT>negative translation in Y
-<TR><TD ALIGN=LEFT>&lt;Control-n&gt; <TD ALIGN=LEFT>set view 1 <TD 
ALIGN=LEFT>advance to next view
-<TR><TD ALIGN=LEFT>&lt;Control-p&gt; <TD ALIGN=LEFT>set view 0 <TD 
ALIGN=LEFT>advance to previous view
-<TR><TD ALIGN=LEFT>&lt;Control-v&gt; <TD ALIGN=LEFT>set view ! <TD 
ALIGN=LEFT>toggle between current view and previous view
-<TR><TD ALIGN=LEFT>&lt;Escape&gt; <TD ALIGN=LEFT>knob zero; press reject<TD 
ALIGN=LEFT>stop interactive rotation and reject any edits
-</TABLE>
-</BODY>
-</HTML>
+<html>
+<head>
+  <title>Default Key Bindings</title>
+</head>
+<body>
+  <h1>Default Key Bindings</h1>
+  <table cols="3" rules="all" border="1" cellpadding="3">
+    <tr>
+      <th align="left">Key</th>
+      <th align="left">Command</th>
+      <th align="left">Description</th>
+    </tr>
+    <tr>
+      <td align="left">a</td>
+      <td align="left">adc</td>
+      <td align="left">toggle adc cursor</td>
+    </tr>
+    <tr>
+      <td align="left">e</td>
+      <td align="left">set e_axes !</td>
+      <td align="left">toggle edit axes</td>
+    </tr>
+    <tr>
+      <td align="left">v</td>
+      <td align="left">set v_axes !</td>
+      <td align="left">toggle view axes</td>
+    </tr>
+    <tr>
+      <td align="left">w</td>
+      <td align="left">set w_axes !</td>
+      <td align="left">toggle world axes</td>
+    </tr>
+    <tr>
+      <td align="left">i</td>
+      <td align="left">aip f</td>
+      <td align="left">advance illumination pointer forward</td>
+    </tr>
+    <tr>
+      <td align="left">I</td>
+      <td align="left">aip b</td>
+      <td align="left">advance illumination pointer backward</td>
+    </tr>
+    <tr>
+      <td align="left">p</td>
+      <td align="left">M 1 0 0</td>
+      <td align="left">simulate mouse click</td>
+    </tr>
+    <tr>
+      <td align="left">3</td>
+      <td align="left">press 35,25</td>
+      <td align="left">set view azimuth/elevation to 35/25</td>
+    </tr>
+    <tr>
+      <td align="left">4</td>
+      <td align="left">press 45,45</td>
+      <td align="left">set view azimuth/elevation to 45/45</td>
+    </tr>
+    <tr>
+      <td align="left">f</td>
+      <td align="left">press front</td>
+      <td align="left">set view azimuth/elevation to 0/0</td>
+    </tr>
+    <tr>
+      <td align="left">t</td>
+      <td align="left">press top</td>
+      <td align="left">set view azimuth/elevation to -90/90</td>
+    </tr>
+    <tr>
+      <td align="left">b</td>
+      <td align="left">press bottom</td>
+      <td align="left">set view azimuth/elevation to -90/-90</td>
+    </tr>
+    <tr>
+      <td align="left">l</td>
+      <td align="left">press left</td>
+      <td align="left">set view azimuth/elevation to 90/0</td>
+    </tr>
+    <tr>
+      <td align="left">r</td>
+      <td align="left">press right</td>
+      <td align="left">set view azimuth/elevation to 270/0</td>
+    </tr>
+    <tr>
+      <td align="left">R</td>
+      <td align="left">press rear</td>
+      <td align="left">set view azimuth/elevation to 180/0</td>
+    </tr>
+    <tr>
+      <td align="left">s</td>
+      <td align="left">press sill</td>
+      <td align="left">solid illuminate</td>
+    </tr>
+    <tr>
+      <td align="left">o</td>
+      <td align="left">press oill</td>
+      <td align="left">object illuminate</td>
+    </tr>
+    <tr>
+      <td align="left">q</td>
+      <td align="left">press reject</td>
+      <td align="left">reject edit</td>
+    </tr>
+    <tr>
+      <td align="left">u</td>
+      <td align="left">svb</td>
+      <td align="left">set view reference base</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F1&gt;</td>
+      <td align="left">dm set depthcue !</td>
+      <td align="left">toggle depth cue</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F2&gt;</td>
+      <td align="left">dm set zclip !</td>
+      <td align="left">toggle zclip</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F3&gt;</td>
+      <td align="left">dm set perspective !</td>
+      <td align="left">toggle perspective</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F4&gt;</td>
+      <td align="left">dm set zbuffer !</td>
+      <td align="left">toggle zbuffer</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F5&gt;</td>
+      <td align="left">dm set lighting !</td>
+      <td align="left">toggle lighting</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F6&gt;</td>
+      <td align="left">dm set set_perspective !</td>
+      <td align="left">next perspective angle</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F7&gt;</td>
+      <td align="left">set faceplate !</td>
+      <td align="left">toggle faceplate</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F8&gt;</td>
+      <td align="left">set orig_gui !</td>
+      <td align="left">toggle menu</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F9&gt;</td>
+      <td align="left">set send_key !</td>
+      <td align="left">toggle send_key mode</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;F12&gt;</td>
+      <td align="left">knob zero</td>
+      <td align="left">zero knobs</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Left&gt;</td>
+      <td align="left">knob -i ay -$mged_rotate_factor</td>
+      <td align="left">negative rotation about the y axis</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Right&gt;</td>
+      <td align="left">knob -i ay $mged_rotate_factor</td>
+      <td align="left">positive rotation about the y axis</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Down&gt;</td>
+      <td align="left">knob -i ax $mged_rotate_factor</td>
+      <td align="left">positive rotation about the x axis</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Up&gt;</td>
+      <td align="left">knob -i ax -$mged_rotate_factor</td>
+      <td align="left">negative rotation about the x axis</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-Left&gt;</td>
+      <td align="left">knob -i aX $mged_tran_factor</td>
+      <td align="left">positive translation in X</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-Right&gt;</td>
+      <td align="left">knob -i aX -$mged_tran_factor</td>
+      <td align="left">negative translation in X</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-Down&gt;</td>
+      <td align="left">knob -i aZ -$mged_tran_factor</td>
+      <td align="left">negative translation in Z</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-Up&gt;</td>
+      <td align="left">knob -i aZ $mged_tran_factor</td>
+      <td align="left">positive translation in Z</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-Shift-Left&gt;</td>
+      <td align="left">knob -i az $mged_rotate_factor</td>
+      <td align="left">positive rotation about the z axis</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-Shift-Right&gt;</td>
+      <td align="left">knob -i az -$mged_rotate_factor</td>
+      <td align="left">negative rotation about the z axis</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-Shift-Down&gt;</td>
+      <td align="left">knob -i aY $mged_rotate_factor</td>
+      <td align="left">positive translation in Y</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-Shift-Up&gt;</td>
+      <td align="left">knob -i aY -$mged_rotate_factor</td>
+      <td align="left">negative translation in Y</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-n&gt;</td>
+      <td align="left">set view 1</td>
+      <td align="left">advance to next view</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-p&gt;</td>
+      <td align="left">set view 0</td>
+      <td align="left">advance to previous view</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-v&gt;</td>
+      <td align="left">set view !</td>
+      <td align="left">toggle between current view and previous
+      view</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Escape&gt;</td>
+      <td align="left">knob zero; press reject</td>
+      <td align="left">stop interactive rotation and reject any
+      edits</td>
+    </tr>
+  </table>
+</body>
+</html>

Modified: brlcad/trunk/doc/html/manuals/mged/default_mouse_bindings.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/default_mouse_bindings.html      
2020-05-28 18:58:04 UTC (rev 75966)
+++ brlcad/trunk/doc/html/manuals/mged/default_mouse_bindings.html      
2020-05-28 19:35:09 UTC (rev 75967)
@@ -1,75 +1,265 @@
 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
-<HTML>
-<HEAD>
-<title>Default Mouse Bindings</title>
-</HEAD>
-<BODY>
-<h1>Default Mouse Bindings</h1>
-<TABLE COLS=3 RULES=all BORDER=1 CELLPADDING=3>
-<TR><TH ALIGN=LEFT>Mouse Button<TH ALIGN=LEFT>Command<TH ALIGN=LEFT>Description
-<TR><TD ALIGN=LEFT>&lt;1&gt;<TD ALIGN=LEFT>zoom 0.5<TD ALIGN=LEFT>zoom out
-<TR><TD ALIGN=LEFT>&lt;2&gt;<TD ALIGN=LEFT>dm m %b %x %y<TD ALIGN=LEFT>slew 
view
-<TR><TD ALIGN=LEFT>&lt;3&gt;<TD ALIGN=LEFT>zoom 2.0<TD ALIGN=LEFT>zoom in
-<TR><TD ALIGN=LEFT><TD ALIGN=LEFT><TD ALIGN=LEFT>
-<TR><TD ALIGN=LEFT>&lt;ButtonRelease&gt;<TD ALIGN=LEFT>dm idle<TD 
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT>&lt;KeyRelease-Control_L&gt<TD ALIGN=LEFT>dm idle<TD 
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT>&lt;KeyRelease-Control_R&gt<TD ALIGN=LEFT>dm idle<TD 
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT>&lt;KeyRelease-Shift_L&gt<TD ALIGN=LEFT>dm idle<TD 
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT>&lt;KeyRelease-Shift_R&gt<TD ALIGN=LEFT>dm idle<TD 
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT>&lt;KeyRelease-Alt_L&gt<TD ALIGN=LEFT>dm idle<TD 
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT>&lt;KeyRelease-Alt_R&gt<TD ALIGN=LEFT>dm idle<TD 
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT><TD ALIGN=LEFT><TD ALIGN=LEFT>
-<TR><TD ALIGN=LEFT>&lt;Shift-ButtonPress-1&gt<TD ALIGN=LEFT>dm am t %x %y<TD 
ALIGN=LEFT>start translation
-<TR><TD ALIGN=LEFT>&lt;Shift-ButtonPress-2&gt<TD ALIGN=LEFT>dm am t %x %y<TD 
ALIGN=LEFT>start translation
-<TR><TD ALIGN=LEFT>&lt;Shift-ButtonPress-3&gt<TD ALIGN=LEFT>dm am t %x %y<TD 
ALIGN=LEFT>start translation
-
-<TR><TD ALIGN=LEFT>&lt;Control-ButtonPress-1&gt<TD ALIGN=LEFT>dm am r %x %y<TD 
ALIGN=LEFT>start rotation
-<TR><TD ALIGN=LEFT>&lt;Control-ButtonPress-2&gt<TD ALIGN=LEFT>dm am r %x %y<TD 
ALIGN=LEFT>start rotation
-<TR><TD ALIGN=LEFT>&lt;Control-ButtonPress-3&gt<TD ALIGN=LEFT>dm am r %x %y<TD 
ALIGN=LEFT>start rotation
-
-<TR><TD ALIGN=LEFT>&lt;Shift-Control-ButtonPress-1&gt<TD ALIGN=LEFT>dm am s %x 
%y<TD ALIGN=LEFT>start scale
-<TR><TD ALIGN=LEFT>&lt;Shift-Control-ButtonPress-2&gt<TD ALIGN=LEFT>dm am s %x 
%y<TD ALIGN=LEFT>start scale
-<TR><TD ALIGN=LEFT>&lt;Shift-Control-ButtonPress-3&gt<TD ALIGN=LEFT>dm am s %x 
%y<TD ALIGN=LEFT>start scale
-
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-ButtonPress-1&gt<TD ALIGN=LEFT>dm con t x %x 
%y<TD ALIGN=LEFT>start constrained X translation
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-ButtonPress-2&gt<TD ALIGN=LEFT>dm con t y %x 
%y<TD ALIGN=LEFT>start constrained Y translation
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-ButtonPress-3&gt<TD ALIGN=LEFT>dm con t z %x 
%y<TD ALIGN=LEFT>start constrained Z translation
-
-<TR><TD ALIGN=LEFT>&lt;Alt-Control-ButtonPress-1&gt<TD ALIGN=LEFT>dm con r x 
%x %y<TD ALIGN=LEFT>start constrained X rotation
-<TR><TD ALIGN=LEFT>&lt;Alt-Control-ButtonPress-2&gt<TD ALIGN=LEFT>dm con r y 
%x %y<TD ALIGN=LEFT>start constrained Y rotation
-<TR><TD ALIGN=LEFT>&lt;Alt-Control-ButtonPress-3&gt<TD ALIGN=LEFT>dm con r z 
%x %y<TD ALIGN=LEFT>start constrained Z rotation
-
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-Control-ButtonPress-1&gt<TD ALIGN=LEFT>dm con 
s x %x %y<TD ALIGN=LEFT>start constrained X scale
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-Control-ButtonPress-2&gt<TD ALIGN=LEFT>dm con 
s y %x %y<TD ALIGN=LEFT>start constrained Y scale
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-Control-ButtonPress-3&gt<TD ALIGN=LEFT>dm con 
s z %x %y<TD ALIGN=LEFT>start constrained Z scale
-</TABLE>
-
-<BR><BR>
-<h3>Custom Mouse Bindings for the Angle Distance Cursor</h3>
-<TABLE COLS=3 RULES=all BORDER=1 CELLPADDING=3>
-<TR><TH ALIGN=LEFT>Mouse Button<TH ALIGN=LEFT>Command<TH ALIGN=LEFT>Description
-<TR><TD ALIGN=LEFT>&lt;Shift-ButtonPress-1&gt<TD ALIGN=LEFT>dm adc t %x %y<TD 
ALIGN=LEFT>translate
-<TR><TD ALIGN=LEFT>&lt;Shift-ButtonPress-2&gt<TD ALIGN=LEFT>dm adc t %x %y<TD 
ALIGN=LEFT>translate
-<TR><TD ALIGN=LEFT>&lt;Shift-ButtonPress-3&gt<TD ALIGN=LEFT>dm adc d %x %y<TD 
ALIGN=LEFT>move tick
-
-<TR><TD ALIGN=LEFT>&lt;Control-ButtonPress-1&gt<TD ALIGN=LEFT>dm adc 1 %x 
%y<TD ALIGN=LEFT>move angle 1
-<TR><TD ALIGN=LEFT>&lt;Control-ButtonPress-2&gt<TD ALIGN=LEFT>dm adc 2 %x 
%y<TD ALIGN=LEFT>move angle 2
-<TR><TD ALIGN=LEFT>&lt;Control-ButtonPress-3&gt<TD ALIGN=LEFT>dm adc d %x 
%y<TD ALIGN=LEFT>move tick
-
-<TR><TD ALIGN=LEFT>&lt;Shift-Control-ButtonPress-1&gt<TD ALIGN=LEFT>dm adc d 
%x %y<TD ALIGN=LEFT>move tick
-<TR><TD ALIGN=LEFT>&lt;Shift-Control-ButtonPress-2&gt<TD ALIGN=LEFT>dm adc d 
%x %y<TD ALIGN=LEFT>move tick
-<TR><TD ALIGN=LEFT>&lt;Shift-Control-ButtonPress-3&gt<TD ALIGN=LEFT>dm adc d 
%x %y<TD ALIGN=LEFT>move tick
-
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-ButtonPress-1&gt<TD ALIGN=LEFT>dm con a x %x 
%y<TD ALIGN=LEFT>constrained translate in X
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-ButtonPress-2&gt<TD ALIGN=LEFT>dm con a y %x 
%y<TD ALIGN=LEFT>constrained translate in Y
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-ButtonPress-3&gt<TD ALIGN=LEFT>dm con a d %x 
%y<TD ALIGN=LEFT>constrained tick movement
-
-<TR><TD ALIGN=LEFT>&lt;Alt-Control-ButtonPress-1&gt<TD ALIGN=LEFT>dm con a 1 
%x %y<TD ALIGN=LEFT>constrained angle 1 movement
-<TR><TD ALIGN=LEFT>&lt;Alt-Control-ButtonPress-2&gt<TD ALIGN=LEFT>dm con a 2 
%x %y<TD ALIGN=LEFT>constrained angle 2 movement
-<TR><TD ALIGN=LEFT>&lt;Alt-Control-ButtonPress-3&gt<TD ALIGN=LEFT>dm con a d 
%x %y<TD ALIGN=LEFT>constrained tick movement
-
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-Control-ButtonPress-1&gt<TD ALIGN=LEFT>dm con 
a d %x %y<TD ALIGN=LEFT>constrained tick movement
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-Control-ButtonPress-2&gt<TD ALIGN=LEFT>dm con 
a d %x %y<TD ALIGN=LEFT>constrained tick movement
-<TR><TD ALIGN=LEFT>&lt;Alt-Shift-Control-ButtonPress-3&gt<TD ALIGN=LEFT>dm con 
a d %x %y<TD ALIGN=LEFT>constrained tick movement
-</TABLE>
-</BODY>
+<html>
+<head>
+  <title>Default Mouse Bindings</title>
+</head>
+<body>
+  <h1>Default Mouse Bindings</h1>
+  <table cols="3" rules="all" border="1" cellpadding="3">
+    <tr>
+      <th align="left">Mouse Button</th>
+      <th align="left">Command</th>
+      <th align="left">Description</th>
+    </tr>
+    <tr>
+      <td align="left">&lt;1&gt;</td>
+      <td align="left">zoom 0.5</td>
+      <td align="left">zoom out</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;2&gt;</td>
+      <td align="left">dm m %b %x %y</td>
+      <td align="left">slew view</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;3&gt;</td>
+      <td align="left">zoom 2.0</td>
+      <td align="left">zoom in</td>
+    </tr>
+    <tr>
+      <td align="left"></td>
+      <td align="left"></td>
+      <td align="left"></td>
+    </tr>
+    <tr>
+      <td align="left">&lt;ButtonRelease&gt;</td>
+      <td align="left">dm idle</td>
+      <td align="left">stop drag operation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;KeyRelease-Control_L&gt;</td>
+      <td align="left">dm idle</td>
+      <td align="left">stop drag operation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;KeyRelease-Control_R&gt;</td>
+      <td align="left">dm idle</td>
+      <td align="left">stop drag operation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;KeyRelease-Shift_L&gt;</td>
+      <td align="left">dm idle</td>
+      <td align="left">stop drag operation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;KeyRelease-Shift_R&gt;</td>
+      <td align="left">dm idle</td>
+      <td align="left">stop drag operation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;KeyRelease-Alt_L&gt;</td>
+      <td align="left">dm idle</td>
+      <td align="left">stop drag operation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;KeyRelease-Alt_R&gt;</td>
+      <td align="left">dm idle</td>
+      <td align="left">stop drag operation</td>
+    </tr>
+    <tr>
+      <td align="left"></td>
+      <td align="left"></td>
+      <td align="left"></td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-ButtonPress-1&gt;</td>
+      <td align="left">dm am t %x %y</td>
+      <td align="left">start translation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-ButtonPress-2&gt;</td>
+      <td align="left">dm am t %x %y</td>
+      <td align="left">start translation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-ButtonPress-3&gt;</td>
+      <td align="left">dm am t %x %y</td>
+      <td align="left">start translation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-ButtonPress-1&gt;</td>
+      <td align="left">dm am r %x %y</td>
+      <td align="left">start rotation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-ButtonPress-2&gt;</td>
+      <td align="left">dm am r %x %y</td>
+      <td align="left">start rotation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Control-ButtonPress-3&gt;</td>
+      <td align="left">dm am r %x %y</td>
+      <td align="left">start rotation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-Control-ButtonPress-1&gt;</td>
+      <td align="left">dm am s %x %y</td>
+      <td align="left">start scale</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-Control-ButtonPress-2&gt;</td>
+      <td align="left">dm am s %x %y</td>
+      <td align="left">start scale</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Shift-Control-ButtonPress-3&gt;</td>
+      <td align="left">dm am s %x %y</td>
+      <td align="left">start scale</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Alt-Shift-ButtonPress-1&gt;</td>
+      <td align="left">dm con t x %x %y</td>
+      <td align="left">start constrained X translation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Alt-Shift-ButtonPress-2&gt;</td>
+      <td align="left">dm con t y %x %y</td>
+      <td align="left">start constrained Y translation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Alt-Shift-ButtonPress-3&gt;</td>
+      <td align="left">dm con t z %x %y</td>
+      <td align="left">start constrained Z translation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Alt-Control-ButtonPress-1&gt;</td>
+      <td align="left">dm con r x %x %y</td>
+      <td align="left">start constrained X rotation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Alt-Control-ButtonPress-2&gt;</td>
+      <td align="left">dm con r y %x %y</td>
+      <td align="left">start constrained Y rotation</td>
+    </tr>
+    <tr>
+      <td align="left">&lt;Alt-Control-ButtonPress-3&gt;</td>

@@ Diff output truncated at 100000 characters. @@
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