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?? Intro/: Directory containing introductory examples. HelloWorld.c A simple program that draws a bo
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The is the ReadMe file describing the on-line example programs for the book"Graphics Programming with PHIGS and PHIGS PLUS" by Joe Kasper and Dave Arns,published by Addison-Wesley.NOTE: See the bottom of this file for a list of corrections to the book.The programs are distributed into several directories, each directorycorresponding to a particular chapter in the book.  The programs weredeveloped on Hewlett-Packard 9000 Series 300 and 700 workstations, and thusmay require minor modifications in order to run on other vendors' platforms.Also, the compile scripts supplied here may need to be modified in order toreflect other vendors' library file names, etc.In most cases, the example programs are written both in Fortran and C, toafford the greatest usefulness to the reader.  The graphical output from theseprogram pairs is usually identical, and in the few cases where it is not*exactly* identical, it is *virtually* identical; differing only in minor,unimportant ways.The contents of this directory are as follows.ReadMe:		This file you are currently reading.phigs_c:	Compilation script for the C examples.phigs_f:	Compilation script for the Fortran examples.Intro/:		Directory containing introductory examples.  HelloWorld.c	A simple program that draws a box and writes "Hello World" in  HelloWorld.f	  it.  data		The data file for the introductory progressive example.  Lines.c	Reads the data from file "data" and plots just the curve with  Lines.f	  no labels, viewport or anything indicating quantity or units.  Viewport.c	Restricts the graph to a viewport and frames the viewport,  Viewport.f	  leaving the remainder of the area for labels, etc.  CharLbls.c	Adds labels for the chart title, X-axis title, and Y-axis  CharLbls.f	  title.  Tics.c	Adds tic marks to the viewport edges, but since clipping was  Tics.f	  not set correctly, tics extend outside the viewport.  Clip.c	Sets clipping such that tic marks are clipped at the viewport  Clip.f	  boundaries.  TicLabels.c	Adds numeric tic labels to the graph; this is the final  TicLabels.f	  installment of the progressive example.Control/:	Directory containing a control-related example.  Error.c:	Shows how to install and de-install your own error-handling  Error.f	  routine.Structures/:	Directory containing structure-related examples.  Bicycle.c	Illustrates a hierarchical arrangement of structures: bike,  Bicycle.f	  frame, wheels,etc.  InqStructs.c	Shows how, once a structure is defined, its contents can be  InqStructs.f	  interrogated.Viewing/:	Directory containing viewing-related examples.  FourViews.c	Shows the four "standard" views of an object: front, top,  FourViews.f	  side, and oblique.  SingleView.c	Shows a rotating cube-with-a-corner-cut-off.  SingleView.f  ZoomView.c	Illustrates the common viewing operations base on a camera  ZoomView.f	  model: panning, tilting, zooming, and flying through space.Primitives/:	Directory containing primitive-related examples.  Polyline.c	Illustrates the polyline statement.  Polyline.f  PolylineSet.c	Shows how to create multiple, disconnected polylines, all at  PolylineSet.f	  once.  Polymarker.c	Illustrates the polymarker statement.  Polymarker.f  FillArea.c	Illustrates how to create closed polygons, filled with a  FillArea.f	  particular fill style/colour.  FillAreaSet.c	Illustrates how to use a fill-area set to create multiple  FillAreaSet.f	  polygons, and/or polygons with holes in them.  TriQuad.c	Illustrates the use of a triangular strip and a quadrilateral  TriQuad.f	  mesh.  TriQuadD.c	Illustrates the use of a triangular strip and a quadrilateral  TriQuadD.f	  mesh, including color per vertex.Text/:		Directory containing text-related examples.  Alignment.c	Shows the various ways to locate text around a specified  Alignment.f	  starting point.  CharSize.c	Shows how to specify character size, and also character aspect  CharSize.f	  ratio (width:height ratio)  CharSpace.c	Illustrates how to control the amount of space between  CharSpace.f	  adjacent characters in a string.  Rotate.c	Shows how to specify the text "up vector;" that is, the vector   Rotate.f	  that determines the local direction of "vertical."  TextPath.c	Shows how to control which direction the text advances as  TextPath.f	  successive characters are printed.Colour/:	Directory containing colour-related examples.  ColourWheel.c	Shows the "top" surface of a HSV colour cone.  ColourWheel.f  Dither.c	Illustrates monochromatic dithering (approximating colours by  Dither.f	  combining two or more others).  In this case, approximating		  shades of gray by combining black and white in different		  ratios.NamesetFilter/:	Directory containing an nameset-related example.  NameSet.c	Illustrates namesets, inclusion sets, and exclusion sets.  NameSet.f	Formerly called "nameset.[cf]".CueCullHSR/:	Directory containing a depth-cueing example.  DepthCue.c	Shows how depth-cueing clarifies Z position when viewing.  DepthCue.f	Formerly called "depthcue.[cf]".Input/:		Directory containing input-related examples.  AwaitEvent.c	Illustrates how to get events from the mouse.  AwaitEvent.f  KnobBox.c	Shows how to read the knob box.  sampleval.fLightShade/:	Directory containing lighting/shading-related examples.  FlatShading.c	Shows a white cube cube lit by several light sources of  FlatShading.f	colours.  Formerly called "lighting.f".  Gouraud.c	Illustrates Gouraud shading, plus specular reflections.  Gouraud.f	Formerly called "specular.f".  VertexColour.c Shows RGB-per-vertex on a colour cube.  Formerly called  VertexColour.f "vcolor.f".ColourMapping/:	Directory containing colour-mapping examples.  GrayRamp.c	Shows how to define a gray ramp using the pseudo-colour colour  GrayRamp.f	mapping method.  Formerly called "colormap1.f"  FlatSmooth.c	Illustrates RGB/vertex to accomplish smooth colour changes.  FlatSmooth.f	Formerly called "colormap2.f".Splines/:	Directory containing examples of b-splines.  Orders.c	Illustrates the various orders a b-spline can be.  Orders.f  Local.c	Illustrates local controllability when moving control points.  Local.f  jaws1.c	Part 1 of a staple-remover jaw: one straight line, one curve.  jaws1.f  jaws2.c	Part 2: a single straight line.  jaws2.f  jaws3.c	Part 3: a straight line followed by a curve.  jaws3.f  jaws4.c	Part 4: a single curve.  jaws4.f  Jaws.c	Collects all four "jaws" curves into a single program.  Jaws.f  JawsAll.c	Converts the four curves into a single equivalent spline curve.  JawsAll.f  WireMesh.c	Shows a rotating wireframe b-spline surface, with control pts.  WireMesh.f  TrimInside.c	Shows how to cut a hole in a surface with a trim curve.  TrimInside.f  TrimOutside.c	Shows how to remove all except the middle with a trim curve.  TrimOutside.fPicking/:	Directory containing a picking-related example.  PickBox.c	Illustrates picking displayed objects by mouse clicks.  PickBox.f	Formerly called "pickbox.f"XWindows/:	Directory containing X-windows-related examples.  WinSmart.c	A window-smart application that responds appropriately to		window exposures, resizes, iconification, etc.Errors in First Revision of Book:---------------------------------The following are errors that appear in the first revision of "GraphicsProgramming with PHIGS and PHIGS PLUS":1. Page 150: Artist got UVN coordinates wrong on the Viewer-centered view   illustration.  On any given camera, if you are looking at the back of the   camera, V should point up out of the middle of the camera, U points off to   the right and N comes out the back.  The coordinates should be centered   inside the camera instead of on the edge.2. Color Plate 1: The text should read as follows: "Fill area set primitives   using facet colour and vertex colour as source of intrinsic colour.  The   top row uses facet colours and flat shading (shading method None).  The   bottom row uses vertex colours and smooth shading (shading method Colour)."3. Colour Plate 2: Text should read: "Quadrilateral mesh and triangle strip   primitives using three different sources of intrinsic colour: interior   colour, facet colour, and vertex colour.  In this example the interior   colour is red and the facet and vertex colours alternate between orange and   yellow.  Flat shading is used on the primitives with facet colour and   smooth shading is used on the primitives with vertex colour.  The example   uses one quadrilateral mesh and two triangle strip primitives.  See pages   320 through 324 for more information on defining the primitives."(ReadMe file revision date: 07/13/93)

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