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>BRL­CAD Glossary</Title>
-</HEAD>
-
-<BODY BGCOLOR="#E0D8c8" Text="#000000">
-
-<H1>BRL­CAD 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>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><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>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>
-</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>BRL­CAD</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>BRL­CAD</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>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 name="MODEL_COORDINATES"><B>model coordinates</B></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 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>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 name="PATH"><B>path</B></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 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>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
- <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>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 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>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 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>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 name="RT"><B>rt</B></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 name="SHADER"><B>shader</B></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 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>BRL­CAD</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>
Modified: brlcad/trunk/doc/html/manuals/mged/brlcad_solids.html
===================================================================
--- brlcad/trunk/doc/html/manuals/mged/brlcad_solids.html 2020-05-28
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>BRL­CAD Primitive Solids </Title>
-</HEAD>
-
-<BODY BGCOLOR="#E0D8c8" Text="#000000">
-
-<H1>BRL­CAD 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 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 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 non­zero, 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>­manifold geometry</B></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 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
-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 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 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 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><F1> <TD ALIGN=LEFT>dm set depthcue ! <TD
ALIGN=LEFT>toggle depth cue
-<TR><TD ALIGN=LEFT><F2> <TD ALIGN=LEFT>dm set zclip ! <TD
ALIGN=LEFT>toggle zclip
-<TR><TD ALIGN=LEFT><F3> <TD ALIGN=LEFT>dm set perspective ! <TD
ALIGN=LEFT>toggle perspective
-<TR><TD ALIGN=LEFT><F4> <TD ALIGN=LEFT>dm set zbuffer ! <TD
ALIGN=LEFT>toggle zbuffer
-<TR><TD ALIGN=LEFT><F5> <TD ALIGN=LEFT>dm set lighting ! <TD
ALIGN=LEFT>toggle lighting
-<TR><TD ALIGN=LEFT><F6> <TD ALIGN=LEFT>dm set set_perspective !<TD
ALIGN=LEFT>next perspective angle
-<TR><TD ALIGN=LEFT><F7> <TD ALIGN=LEFT>set faceplate ! <TD
ALIGN=LEFT>toggle faceplate
-<TR><TD ALIGN=LEFT><F8> <TD ALIGN=LEFT>set orig_gui ! <TD
ALIGN=LEFT>toggle menu
-<TR><TD ALIGN=LEFT><F9> <TD ALIGN=LEFT>set send_key ! <TD
ALIGN=LEFT>toggle send_key mode
-<TR><TD ALIGN=LEFT><F12> <TD ALIGN=LEFT>knob zero <TD ALIGN=LEFT>zero
knobs
-<TR><TD ALIGN=LEFT><Left> <TD ALIGN=LEFT>knob -i ay
-$mged_rotate_factor<TD ALIGN=LEFT>negative rotation about the y axis
-<TR><TD ALIGN=LEFT><Right> <TD ALIGN=LEFT>knob -i ay
$mged_rotate_factor<TD ALIGN=LEFT>positive rotation about the y axis
-<TR><TD ALIGN=LEFT><Down> <TD ALIGN=LEFT>knob -i ax
$mged_rotate_factor<TD ALIGN=LEFT>positive rotation about the x axis
-<TR><TD ALIGN=LEFT><Up> <TD ALIGN=LEFT>knob -i ax
-$mged_rotate_factor<TD ALIGN=LEFT>negative rotation about the x axis
-<TR><TD ALIGN=LEFT><Shift-Left> <TD ALIGN=LEFT>knob -i aX
$mged_tran_factor<TD ALIGN=LEFT>positive translation in X
-<TR><TD ALIGN=LEFT><Shift-Right> <TD ALIGN=LEFT>knob -i aX
-$mged_tran_factor<TD ALIGN=LEFT>negative translation in X
-<TR><TD ALIGN=LEFT><Shift-Down> <TD ALIGN=LEFT>knob -i aZ
-$mged_tran_factor<TD ALIGN=LEFT>negative translation in Z
-<TR><TD ALIGN=LEFT><Shift-Up> <TD ALIGN=LEFT>knob -i aZ
$mged_tran_factor<TD ALIGN=LEFT>positive translation in Z
-<TR><TD ALIGN=LEFT><Control-Shift-Left> <TD ALIGN=LEFT>knob -i az
$mged_rotate_factor<TD ALIGN=LEFT>positive rotation about the z axis
-<TR><TD ALIGN=LEFT><Control-Shift-Right> <TD ALIGN=LEFT>knob -i az
-$mged_rotate_factor<TD ALIGN=LEFT>negative rotation about the z axis
-<TR><TD ALIGN=LEFT><Control-Shift-Down> <TD ALIGN=LEFT>knob -i aY
$mged_rotate_factor<TD ALIGN=LEFT>positive translation in Y
-<TR><TD ALIGN=LEFT><Control-Shift-Up> <TD ALIGN=LEFT>knob -i aY
-$mged_rotate_factor<TD ALIGN=LEFT>negative translation in Y
-<TR><TD ALIGN=LEFT><Control-n> <TD ALIGN=LEFT>set view 1 <TD
ALIGN=LEFT>advance to next view
-<TR><TD ALIGN=LEFT><Control-p> <TD ALIGN=LEFT>set view 0 <TD
ALIGN=LEFT>advance to previous view
-<TR><TD ALIGN=LEFT><Control-v> <TD ALIGN=LEFT>set view ! <TD
ALIGN=LEFT>toggle between current view and previous view
-<TR><TD ALIGN=LEFT><Escape> <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"><F1></td>
+ <td align="left">dm set depthcue !</td>
+ <td align="left">toggle depth cue</td>
+ </tr>
+ <tr>
+ <td align="left"><F2></td>
+ <td align="left">dm set zclip !</td>
+ <td align="left">toggle zclip</td>
+ </tr>
+ <tr>
+ <td align="left"><F3></td>
+ <td align="left">dm set perspective !</td>
+ <td align="left">toggle perspective</td>
+ </tr>
+ <tr>
+ <td align="left"><F4></td>
+ <td align="left">dm set zbuffer !</td>
+ <td align="left">toggle zbuffer</td>
+ </tr>
+ <tr>
+ <td align="left"><F5></td>
+ <td align="left">dm set lighting !</td>
+ <td align="left">toggle lighting</td>
+ </tr>
+ <tr>
+ <td align="left"><F6></td>
+ <td align="left">dm set set_perspective !</td>
+ <td align="left">next perspective angle</td>
+ </tr>
+ <tr>
+ <td align="left"><F7></td>
+ <td align="left">set faceplate !</td>
+ <td align="left">toggle faceplate</td>
+ </tr>
+ <tr>
+ <td align="left"><F8></td>
+ <td align="left">set orig_gui !</td>
+ <td align="left">toggle menu</td>
+ </tr>
+ <tr>
+ <td align="left"><F9></td>
+ <td align="left">set send_key !</td>
+ <td align="left">toggle send_key mode</td>
+ </tr>
+ <tr>
+ <td align="left"><F12></td>
+ <td align="left">knob zero</td>
+ <td align="left">zero knobs</td>
+ </tr>
+ <tr>
+ <td align="left"><Left></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"><Right></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"><Down></td>
+ <td align="left">knob -i ax $mged_rotate_factor</td>
+ <td align="left">positive rotation about the x axis</td>
+ </tr>
+ <tr>
+ <td align="left"><Up></td>
+ <td align="left">knob -i ax -$mged_rotate_factor</td>
+ <td align="left">negative rotation about the x axis</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-Left></td>
+ <td align="left">knob -i aX $mged_tran_factor</td>
+ <td align="left">positive translation in X</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-Right></td>
+ <td align="left">knob -i aX -$mged_tran_factor</td>
+ <td align="left">negative translation in X</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-Down></td>
+ <td align="left">knob -i aZ -$mged_tran_factor</td>
+ <td align="left">negative translation in Z</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-Up></td>
+ <td align="left">knob -i aZ $mged_tran_factor</td>
+ <td align="left">positive translation in Z</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-Shift-Left></td>
+ <td align="left">knob -i az $mged_rotate_factor</td>
+ <td align="left">positive rotation about the z axis</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-Shift-Right></td>
+ <td align="left">knob -i az -$mged_rotate_factor</td>
+ <td align="left">negative rotation about the z axis</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-Shift-Down></td>
+ <td align="left">knob -i aY $mged_rotate_factor</td>
+ <td align="left">positive translation in Y</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-Shift-Up></td>
+ <td align="left">knob -i aY -$mged_rotate_factor</td>
+ <td align="left">negative translation in Y</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-n></td>
+ <td align="left">set view 1</td>
+ <td align="left">advance to next view</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-p></td>
+ <td align="left">set view 0</td>
+ <td align="left">advance to previous view</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-v></td>
+ <td align="left">set view !</td>
+ <td align="left">toggle between current view and previous
+ view</td>
+ </tr>
+ <tr>
+ <td align="left"><Escape></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><1><TD ALIGN=LEFT>zoom 0.5<TD ALIGN=LEFT>zoom out
-<TR><TD ALIGN=LEFT><2><TD ALIGN=LEFT>dm m %b %x %y<TD ALIGN=LEFT>slew
view
-<TR><TD ALIGN=LEFT><3><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><ButtonRelease><TD ALIGN=LEFT>dm idle<TD
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT><KeyRelease-Control_L><TD ALIGN=LEFT>dm idle<TD
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT><KeyRelease-Control_R><TD ALIGN=LEFT>dm idle<TD
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT><KeyRelease-Shift_L><TD ALIGN=LEFT>dm idle<TD
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT><KeyRelease-Shift_R><TD ALIGN=LEFT>dm idle<TD
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT><KeyRelease-Alt_L><TD ALIGN=LEFT>dm idle<TD
ALIGN=LEFT>stop drag operation
-<TR><TD ALIGN=LEFT><KeyRelease-Alt_R><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><Shift-ButtonPress-1><TD ALIGN=LEFT>dm am t %x %y<TD
ALIGN=LEFT>start translation
-<TR><TD ALIGN=LEFT><Shift-ButtonPress-2><TD ALIGN=LEFT>dm am t %x %y<TD
ALIGN=LEFT>start translation
-<TR><TD ALIGN=LEFT><Shift-ButtonPress-3><TD ALIGN=LEFT>dm am t %x %y<TD
ALIGN=LEFT>start translation
-
-<TR><TD ALIGN=LEFT><Control-ButtonPress-1><TD ALIGN=LEFT>dm am r %x %y<TD
ALIGN=LEFT>start rotation
-<TR><TD ALIGN=LEFT><Control-ButtonPress-2><TD ALIGN=LEFT>dm am r %x %y<TD
ALIGN=LEFT>start rotation
-<TR><TD ALIGN=LEFT><Control-ButtonPress-3><TD ALIGN=LEFT>dm am r %x %y<TD
ALIGN=LEFT>start rotation
-
-<TR><TD ALIGN=LEFT><Shift-Control-ButtonPress-1><TD ALIGN=LEFT>dm am s %x
%y<TD ALIGN=LEFT>start scale
-<TR><TD ALIGN=LEFT><Shift-Control-ButtonPress-2><TD ALIGN=LEFT>dm am s %x
%y<TD ALIGN=LEFT>start scale
-<TR><TD ALIGN=LEFT><Shift-Control-ButtonPress-3><TD ALIGN=LEFT>dm am s %x
%y<TD ALIGN=LEFT>start scale
-
-<TR><TD ALIGN=LEFT><Alt-Shift-ButtonPress-1><TD ALIGN=LEFT>dm con t x %x
%y<TD ALIGN=LEFT>start constrained X translation
-<TR><TD ALIGN=LEFT><Alt-Shift-ButtonPress-2><TD ALIGN=LEFT>dm con t y %x
%y<TD ALIGN=LEFT>start constrained Y translation
-<TR><TD ALIGN=LEFT><Alt-Shift-ButtonPress-3><TD ALIGN=LEFT>dm con t z %x
%y<TD ALIGN=LEFT>start constrained Z translation
-
-<TR><TD ALIGN=LEFT><Alt-Control-ButtonPress-1><TD ALIGN=LEFT>dm con r x
%x %y<TD ALIGN=LEFT>start constrained X rotation
-<TR><TD ALIGN=LEFT><Alt-Control-ButtonPress-2><TD ALIGN=LEFT>dm con r y
%x %y<TD ALIGN=LEFT>start constrained Y rotation
-<TR><TD ALIGN=LEFT><Alt-Control-ButtonPress-3><TD ALIGN=LEFT>dm con r z
%x %y<TD ALIGN=LEFT>start constrained Z rotation
-
-<TR><TD ALIGN=LEFT><Alt-Shift-Control-ButtonPress-1><TD ALIGN=LEFT>dm con
s x %x %y<TD ALIGN=LEFT>start constrained X scale
-<TR><TD ALIGN=LEFT><Alt-Shift-Control-ButtonPress-2><TD ALIGN=LEFT>dm con
s y %x %y<TD ALIGN=LEFT>start constrained Y scale
-<TR><TD ALIGN=LEFT><Alt-Shift-Control-ButtonPress-3><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><Shift-ButtonPress-1><TD ALIGN=LEFT>dm adc t %x %y<TD
ALIGN=LEFT>translate
-<TR><TD ALIGN=LEFT><Shift-ButtonPress-2><TD ALIGN=LEFT>dm adc t %x %y<TD
ALIGN=LEFT>translate
-<TR><TD ALIGN=LEFT><Shift-ButtonPress-3><TD ALIGN=LEFT>dm adc d %x %y<TD
ALIGN=LEFT>move tick
-
-<TR><TD ALIGN=LEFT><Control-ButtonPress-1><TD ALIGN=LEFT>dm adc 1 %x
%y<TD ALIGN=LEFT>move angle 1
-<TR><TD ALIGN=LEFT><Control-ButtonPress-2><TD ALIGN=LEFT>dm adc 2 %x
%y<TD ALIGN=LEFT>move angle 2
-<TR><TD ALIGN=LEFT><Control-ButtonPress-3><TD ALIGN=LEFT>dm adc d %x
%y<TD ALIGN=LEFT>move tick
-
-<TR><TD ALIGN=LEFT><Shift-Control-ButtonPress-1><TD ALIGN=LEFT>dm adc d
%x %y<TD ALIGN=LEFT>move tick
-<TR><TD ALIGN=LEFT><Shift-Control-ButtonPress-2><TD ALIGN=LEFT>dm adc d
%x %y<TD ALIGN=LEFT>move tick
-<TR><TD ALIGN=LEFT><Shift-Control-ButtonPress-3><TD ALIGN=LEFT>dm adc d
%x %y<TD ALIGN=LEFT>move tick
-
-<TR><TD ALIGN=LEFT><Alt-Shift-ButtonPress-1><TD ALIGN=LEFT>dm con a x %x
%y<TD ALIGN=LEFT>constrained translate in X
-<TR><TD ALIGN=LEFT><Alt-Shift-ButtonPress-2><TD ALIGN=LEFT>dm con a y %x
%y<TD ALIGN=LEFT>constrained translate in Y
-<TR><TD ALIGN=LEFT><Alt-Shift-ButtonPress-3><TD ALIGN=LEFT>dm con a d %x
%y<TD ALIGN=LEFT>constrained tick movement
-
-<TR><TD ALIGN=LEFT><Alt-Control-ButtonPress-1><TD ALIGN=LEFT>dm con a 1
%x %y<TD ALIGN=LEFT>constrained angle 1 movement
-<TR><TD ALIGN=LEFT><Alt-Control-ButtonPress-2><TD ALIGN=LEFT>dm con a 2
%x %y<TD ALIGN=LEFT>constrained angle 2 movement
-<TR><TD ALIGN=LEFT><Alt-Control-ButtonPress-3><TD ALIGN=LEFT>dm con a d
%x %y<TD ALIGN=LEFT>constrained tick movement
-
-<TR><TD ALIGN=LEFT><Alt-Shift-Control-ButtonPress-1><TD ALIGN=LEFT>dm con
a d %x %y<TD ALIGN=LEFT>constrained tick movement
-<TR><TD ALIGN=LEFT><Alt-Shift-Control-ButtonPress-2><TD ALIGN=LEFT>dm con
a d %x %y<TD ALIGN=LEFT>constrained tick movement
-<TR><TD ALIGN=LEFT><Alt-Shift-Control-ButtonPress-3><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"><1></td>
+ <td align="left">zoom 0.5</td>
+ <td align="left">zoom out</td>
+ </tr>
+ <tr>
+ <td align="left"><2></td>
+ <td align="left">dm m %b %x %y</td>
+ <td align="left">slew view</td>
+ </tr>
+ <tr>
+ <td align="left"><3></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"><ButtonRelease></td>
+ <td align="left">dm idle</td>
+ <td align="left">stop drag operation</td>
+ </tr>
+ <tr>
+ <td align="left"><KeyRelease-Control_L></td>
+ <td align="left">dm idle</td>
+ <td align="left">stop drag operation</td>
+ </tr>
+ <tr>
+ <td align="left"><KeyRelease-Control_R></td>
+ <td align="left">dm idle</td>
+ <td align="left">stop drag operation</td>
+ </tr>
+ <tr>
+ <td align="left"><KeyRelease-Shift_L></td>
+ <td align="left">dm idle</td>
+ <td align="left">stop drag operation</td>
+ </tr>
+ <tr>
+ <td align="left"><KeyRelease-Shift_R></td>
+ <td align="left">dm idle</td>
+ <td align="left">stop drag operation</td>
+ </tr>
+ <tr>
+ <td align="left"><KeyRelease-Alt_L></td>
+ <td align="left">dm idle</td>
+ <td align="left">stop drag operation</td>
+ </tr>
+ <tr>
+ <td align="left"><KeyRelease-Alt_R></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"><Shift-ButtonPress-1></td>
+ <td align="left">dm am t %x %y</td>
+ <td align="left">start translation</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-ButtonPress-2></td>
+ <td align="left">dm am t %x %y</td>
+ <td align="left">start translation</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-ButtonPress-3></td>
+ <td align="left">dm am t %x %y</td>
+ <td align="left">start translation</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-ButtonPress-1></td>
+ <td align="left">dm am r %x %y</td>
+ <td align="left">start rotation</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-ButtonPress-2></td>
+ <td align="left">dm am r %x %y</td>
+ <td align="left">start rotation</td>
+ </tr>
+ <tr>
+ <td align="left"><Control-ButtonPress-3></td>
+ <td align="left">dm am r %x %y</td>
+ <td align="left">start rotation</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-Control-ButtonPress-1></td>
+ <td align="left">dm am s %x %y</td>
+ <td align="left">start scale</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-Control-ButtonPress-2></td>
+ <td align="left">dm am s %x %y</td>
+ <td align="left">start scale</td>
+ </tr>
+ <tr>
+ <td align="left"><Shift-Control-ButtonPress-3></td>
+ <td align="left">dm am s %x %y</td>
+ <td align="left">start scale</td>
+ </tr>
+ <tr>
+ <td align="left"><Alt-Shift-ButtonPress-1></td>
+ <td align="left">dm con t x %x %y</td>
+ <td align="left">start constrained X translation</td>
+ </tr>
+ <tr>
+ <td align="left"><Alt-Shift-ButtonPress-2></td>
+ <td align="left">dm con t y %x %y</td>
+ <td align="left">start constrained Y translation</td>
+ </tr>
+ <tr>
+ <td align="left"><Alt-Shift-ButtonPress-3></td>
+ <td align="left">dm con t z %x %y</td>
+ <td align="left">start constrained Z translation</td>
+ </tr>
+ <tr>
+ <td align="left"><Alt-Control-ButtonPress-1></td>
+ <td align="left">dm con r x %x %y</td>
+ <td align="left">start constrained X rotation</td>
+ </tr>
+ <tr>
+ <td align="left"><Alt-Control-ButtonPress-2></td>
+ <td align="left">dm con r y %x %y</td>
+ <td align="left">start constrained Y rotation</td>
+ </tr>
+ <tr>
+ <td align="left"><Alt-Control-ButtonPress-3></td>
@@ Diff output truncated at 100000 characters. @@
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