Index: GTP/trunk/Lib/Vis/Preprocessing/manual/integration.aux
===================================================================
--- GTP/trunk/Lib/Vis/Preprocessing/manual/integration.aux	(revision 2066)
+++ GTP/trunk/Lib/Vis/Preprocessing/manual/integration.aux	(revision 2068)
@@ -11,15 +11,17 @@
 \newlabel{sec:requirements}{{4.1}{2}}
 \newlabel{sec:BoundingBoxConverter}{{4.1}{3}}
-\@writefile{toc}{\contentsline {paragraph}{Bounding Box Converter}{3}}
+\@writefile{toc}{\contentsline {paragraph}{BoundingBoxConverter}{3}}
 \newlabel{sec:ObjectContainer}{{4.1}{3}}
 \@writefile{toc}{\contentsline {paragraph}{ObjectContainer}{3}}
 \newlabel{sec:Loading}{{4.1}{3}}
-\@writefile{toc}{\contentsline {paragraph}{View cells loading}{3}}
-\@writefile{toc}{\contentsline {subsection}{\numberline {4.2}Intersectable}{3}}
-\newlabel{sec:intersectable}{{4.2}{3}}
-\@writefile{toc}{\contentsline {subsection}{\numberline {4.3}Bounding Box Converter}{4}}
-\newlabel{sec:Converter}{{4.3}{4}}
-\@writefile{toc}{\contentsline {section}{\numberline {5}View Cells Usage}{6}}
-\newlabel{sec:usage}{{5}{6}}
+\@writefile{toc}{\contentsline {paragraph}{ViewCellsManager}{3}}
+\@writefile{toc}{\contentsline {section}{\numberline {5}Example Implementation}{4}}
+\newlabel{sec:implementation}{{5}{4}}
+\@writefile{toc}{\contentsline {subsection}{\numberline {5.1}Intersectable}{4}}
+\newlabel{sec:intersectable}{{5.1}{4}}
+\@writefile{toc}{\contentsline {subsection}{\numberline {5.2}Bounding Box Converter}{4}}
+\newlabel{sec:Converter}{{5.2}{4}}
+\@writefile{toc}{\contentsline {section}{\numberline {6}View Cells Usage}{7}}
+\newlabel{sec:usage}{{6}{7}}
 \@setckpt{integration}{
 \setcounter{page}{8}
@@ -32,5 +34,5 @@
 \setcounter{mpfootnote}{0}
 \setcounter{part}{0}
-\setcounter{section}{5}
+\setcounter{section}{6}
 \setcounter{subsection}{0}
 \setcounter{subsubsection}{0}
Index: GTP/trunk/Lib/Vis/Preprocessing/manual/integration.tex
===================================================================
--- GTP/trunk/Lib/Vis/Preprocessing/manual/integration.tex	(revision 2066)
+++ GTP/trunk/Lib/Vis/Preprocessing/manual/integration.tex	(revision 2068)
@@ -18,28 +18,34 @@
 \label{sec:visibility}
 
-First generate some view cells.
-The script responsible for view cell generation is {\em generate\_viewcells.sh}. 
-It is located in the {\em Preprocessor/scripts} directory. 
-It uses the options from the file {\em generate\_viewcells.env}.
-First the input scene must be replaced with the scene of the user.
+All necessary scripts are located in the {\em Preprocessor/scripts} directory.
+The easiest way to use the scripts is with Cygwin.
+First some meaningful view cells must be generated for the current scene.
+The script {\em generate\_viewcells.sh} is responsible for view cell generation. 
+It takes the parameters from the file {\em generate\_viewcells.env}.
+To specify the input scene, the parameter
 
 \begin{verbatim}Scene.filename\end{verbatim}
 
+must be set to the file name of the new scene. Our preprocessor supports the formats obj and x3d.
 Important options for performance are
 
-\begin{verbatim}VspBspTree.Construction.samples\end{verbatim}
-\begin{verbatim}VspBspTree.Termination.maxViewCells\end{verbatim}
-
-The first option sets the number of samples that is used for view cell construction. The second
-sets the maximal number of view cells.
+\begin{verbatim}
+VspBspTree.Construction.samples
+VspBspTree.Termination.maxViewCells
+\end{verbatim}
+
+The first parameter sets the number of samples that is used for view cell construction. Less samples
+means faster computation, but maybe slightly less optimized view cells. The second
+parameter sets the maximal number of view cells.
 %The easiest way to use the file is with Cygwin, but a windows command line will also do the job
 
-Now the visibility solution will be generated on this view cells.
-The generated view cell file must be set as input in the script {\em generate\_visibility.sh}. 
-For this purpose set the following option
+Running the script will generate a visibility solution with empty view cells.
+Now we must compute visibility for these view cells.
+In the preprocessor script {\em generate\_visibility.sh}, set the following parameter to the
+newly generated visibility solution.
 
 \begin{verbatim}ViewCells.filename\end{verbatim}
 
-This script starts the preprocessor and generates a visibility solution. This solution contains
+This script starts the preprocessor and generates the full visibility solution. This solution contains
 view cells and the corresponding Potentially Visible Set (PVS). Next we explain how this visibility
 solution can be used in a target engine. 
@@ -72,37 +78,42 @@
 For this purpose we associate the entities of the engine with the PVS
 entries from the visibility solution. 
-This can be done quite smoothly be implementing a small number of interface classes
+For this purposse the user must implement a small number of interface classes
 of the preprocessor.
 We demonstrate this on a small example, which shows how to access preprocessed visibility 
-in the popular rendering engine Ogre3D. Of course, it to be adapted to the particular 
-target engine.
-
-\begin{verbatim}
-   // this class associates PVS entries 
-   // with the entities of the engine.
-   OctreeBoundingBoxConverter bconverter(this);
+in the popular rendering engine Ogre3D. Of course, the implementation has to be adapted 
+to the requirements of a particular target engine.
+
+\begin{verbatim}
+// this class associates PVS entries 
+// with the entities of the engine.
+OctreeBoundingBoxConverter bconverter(this);
 	 
-   // a vector of intersectables
-   ObjectContainer objects;
-
-   // load the view cells and their PVS
-   GtpVisibilityPreprocessor::ViewCellsManager *viewCellsManager = 
+// a vector of intersectables
+ObjectContainer objects;
+
+// load the view cells and their PVS
+GtpVisibilityPreprocessor::ViewCellsManager *viewCellsManager = 
          GtpVisibilityPreprocessor::ViewCellsManager::LoadViewCells
                                    (filename, &objects, &bconverter);
 \end{verbatim}
 
-This piece of code consists of the following parts.
-
-\paragraph{Bounding Box Converter}
+This piece of code is loading the view cells into the engine.
+Let's analyze this code. There are two constructs that need explanation, the
+BoundingBoxConverter and the ObjectContainer, and the view cells manager.
+
+\paragraph{BoundingBoxConverter}
 \label{sec:BoundingBoxConverter}
 
+This is one of the interfaces that must be implemented
+In this case, we implemented an OctreeBoundingBoxConverter for the Ogre OctreeSceneManager.
 The bounding box converter is used to associate one or more entities (objects)
-in the engine with a pvs entries of the visibility solution. This is done by 
-geometric comparison of their bounding boxes. 
+in the engine with each pvs entry of the visibility solution. This is done by 
+geometric comparison of the bounding boxes. 
+
 In the current setting we compare not for equality but for intersection.
-All entities in the engine which bounding boxes that intersects a 
-bounding box of a PVS entry is associated with this PVS entry.
-This means that often more than one entity in the engine will map to a particular pvs entry.
-This gives a slight overestimation of PVS but yields a very robust solution.
+All entities of the engine intersecting a bounding box of a PVS entry are 
+associated with this PVS entry. This means that often more than one entity in the 
+engine will map to a particular pvs entry. This gives a slight overestimation of 
+PVS but yields a very robust solution.
 
 \paragraph{ObjectContainer}
@@ -111,26 +122,31 @@
 The object container is basicly a vector of {\em Intersectable *}. It contains all
 static entities of the scene.
-All PVS entries must be derived from this class. To get access to the PVS of a view cell,
+A PVS entry must be derived from this class. To get access to the PVS of a view cell,
 the user must implement this interface as a wrapper for the entities in the
 particular engine.
 
-\paragraph{View cells loading}
+\paragraph{ViewCellsManager}
 \label{sec:Loading}
 
-All that is left now is the loading of the view cells. The user has to provide
-the filename of the visibility solution, a vector of the static entities 
-of the scene, and a bounding box converter. 
-The function returns a view cells manager which is used to access the view cells, e.g.,
-locate the current view cell.
-
-After this step the view cells should be loaded and usable in the engine.
-Now we give an example implementation for the interface classes.
+A view cells manager is returned from the loading call. It will be used to access and
+manage the view cells from now on. For example, it can be applied to locate the current view cell.
+For loading, the user has to provide the filename of the visibility solution, an ObjectContainer 
+containing all the static entities of the scene, and a bounding box converter. 
+After this step the view cells should be loaded and accessable in the engine.
+
+\section{Example Implementation}
+\label{sec:implementation}
+
+In this section we show an example implementation for the interface classes in Ogre3D.
 
 \subsection{Intersectable}
 \label{sec:intersectable}
 
-As we currently test for intersection, there can be more than one matching object per PVS entry, so there
-is a 1:n relationship. The typical wrapper for an {\em Intersectable} will therefore contain an array of
-corresponding entities.
+In our current setting we said that we test for intersection other than equality when
+assigning the pvs entries to engine entites. Hence there can be more than one matching object 
+per PVS entry, and there is a 1:n relationship. The typical wrapper for 
+an {\em Intersectable} will therefore contain an array of entities corresponding to this PVS entry.
+In order to use the entities of the target engine instead of Ogre3D entities,
+replace {\em Entity} with the entity representation of the target engine. 
 
 \begin{verbatim}
@@ -160,21 +176,20 @@
 \end{verbatim}
 
-In order to use the target engine entities as PVS entry,
-replace {\em Entity} with the entity representation of the target engine. 
 
 \subsection{Bounding Box Converter}
 \label{sec:Converter}
 
-This is the only tricky part of the integration. The bounding box converter
+This is maybe the most tricky part of the integration. The bounding box converter
 is necessary because we have to associate the objects of the visibility solution with
 the objects from the engine without having unique ids.
 
-The implementation of this interface must be adapted for the requirements 
-of the particular engine. We give an example for a Bounding Box Converter 
+We give an example for a Bounding Box Converter 
 for Ogre. It is templated in order to works with any Ogre SceneManager.
-
-\begin{verbatim}
-
-/**	Class which converts preprocessor types to OGRE types
+Again, the implementation of this interface must be adapted for the requirements 
+of the particular engine. 
+
+\begin{verbatim}
+
+/**	Class which converts preprocessor entites to Ogre3D entities
 */
 template<typename T> PlatFormBoundingBoxConverter: 
@@ -184,15 +199,14 @@
   PlatFormBoundingBoxConverter(T *sm);
 	
-	/** Takes a vector of indexed bounding boxes and uses it to 
-	  identify objects with a similar bounding box
-	  and assigns them the proper index (id).
-	  The objects are returned in the object container.
+  /** Takes a vector of indexed bounding boxes and uses it to 
+      identify objects with a similar bounding box
+      and assigns them the proper index (id).
+      The objects are returned in the object container.
 		
-	  @returns true if conversion was successful
-	*/
+      @returns true if conversion was successful
+  */
   bool IdentifyObjects(const GtpVisibilityPreprocessor::
-                       IndexedBoundingBoxContainer &iboxes,
-	                     GtpVisibilityPreprocessor::ObjectContainer &objects) const;
-
+         IndexedBoundingBoxContainer &iboxes,
+	       GtpVisibilityPreprocessor::ObjectContainer &objects) const;
 
 protected:
@@ -206,45 +220,47 @@
 };
 
-\end{verbatim}
-
-Let's analize this class. The only function the user has to implement is the 
-function {\em IdentifyObjects}. For this purpose we also use a helper function
-{\em FindIntersectingObjects}. Let's now have a look at the implementation
-of {\em IdentifyObjects} for Ogre3D.
-
+typedef PlatFormBoundingBoxConverter<OctreeSceneManager> 
+          OctreeBoundingBoxConverter;
+
+\end{verbatim}
+
+This class is inherited from {\em BoundingBoxConverter}.
+{\em BoundingBoxConverters} has only one virtual function {\em IdentifyObjects} that must
+be implemented. Additionally we 
+use a helper function {\em FindIntersectingObjects} that is responsible for locating the 
+corresponding objects in the scene. Let's now have a look at the 
+implementation of {\em IdentifyObjects} for Ogre3D.
 
 \begin{verbatim}
 template<typename T>
 bool PlatFormBoundingBoxConverter<T>::IdentifyObjects(
-	const GtpVisibilityPreprocessor::IndexedBoundingBoxContainer &iboxes,
-	GtpVisibilityPreprocessor::ObjectContainer &objects) const
+       const GtpVisibilityPreprocessor::IndexedBoundingBoxContainer &iboxes,
+       GtpVisibilityPreprocessor::ObjectContainer &objects) const
 {
-	GtpVisibilityPreprocessor::IndexedBoundingBoxContainer::
-		const_iterator iit, iit_end = iboxes.end();
+  GtpVisibilityPreprocessor::IndexedBoundingBoxContainer::
+	  const_iterator iit, iit_end = iboxes.end();
   
-	for (iit = iboxes.begin(); iit != iit_end; ++ iit)
-	{
-		const AxisAlignedBox box = 
-			OgreTypeConverter::ConvertToOgre((*iit).second);
+  for (iit = iboxes.begin(); iit != iit_end; ++ iit)
+  {
+    const AxisAlignedBox box = 
+      OgreTypeConverter::ConvertToOgre((*iit).second);
 		
-		EntityContainer *entryObjects = new EntityContainer();
-
-		// find all objects that intersect the bounding box
-		FindIntersectingObjects(box, *entryObjects);
-
-		EngineIntersectable *entry = 
-			new EngineIntersectable(entryObjects);
-		entry->SetId((*iit).first);
-
-		objects.push_back(entry);
-	}
-
-	return true;
+    EntityContainer *entryObjects = new EntityContainer();
+
+    // find all objects that intersect the bounding box
+    FindIntersectingObjects(box, *entryObjects);
+
+    EngineIntersectable *entry = new EngineIntersectable(entryObjects);
+    entry->SetId((*iit).first);
+
+    objects.push_back(entry);
+  }
+  return true;
 }
 \end{verbatim}
 
 The function just loops over the bounding boxes of the PVS entries and finds the entities that
-they intersect. Let's have a look now at the function {\em FindIntersectingObjects}, which
-is responsible for finding the intersections for each indiviul box.
+are intersected by the bouding boxes. Let's have a look now at the function {\em FindIntersectingObjects}, which
+is searching the intersections for each individual box.
 
 
@@ -252,56 +268,53 @@
 template<typename T>
 void PlatFormBoundingBoxConverter<T>::FindIntersectingObjects(
-                                const AxisAlignedBox &box,
-															  EntityContainer &objects) const
+       const AxisAlignedBox &box,
+       EntityContainer &objects) const
 {
   list<SceneNode *> sceneNodeList;
 			
-	// find intersecting scene nodes to get candidates for intersection
+  // find intersecting scene nodes to get candidates for intersection
   // note: this function has to be provided by scene manager
-	mSceneMgr->findNodesIn(box, sceneNodeList, NULL);
+  mSceneMgr->findNodesIn(box, sceneNodeList, NULL);
 
   // convert the bounding box to preprocessor format
-	GtpVisibilityPreprocessor::AxisAlignedBox3 nodeBox = 
-	  OgreTypeConverter::ConvertFromOgre(box);
+  GtpVisibilityPreprocessor::AxisAlignedBox3 nodeBox = 
+    OgreTypeConverter::ConvertFromOgre(box);
 	
   // loop through the intersecting scene nodes
-	for (sit = sceneNodeList.begin(); sit != sceneNodeList.end(); ++ sit)
-	{
-	  SceneNode *sn = *sit;
-	  SceneNode::ObjectIterator oit = sn->getAttachedObjectIterator();
+  for (sit = sceneNodeList.begin(); sit != sceneNodeList.end(); ++ sit)
+  {
+    SceneNode *sn = *sit;
+    SceneNode::ObjectIterator oit = sn->getAttachedObjectIterator();
 
     // find the objects that intersect the box
     while (oit.hasMoreElements())
-		{
-		  MovableObject *mo = oit.getNext();
-
-			// we are only interested in scene entities
-			if (mo->getMovableType() != "Entity")
-			  continue;
+    {
+      MovableObject *mo = oit.getNext();
+
+      // we are only interested in scene entities
+      if (mo->getMovableType() != "Entity")
+        continue;
 			
-			// get the bounding box of the objects
-			AxisAlignedBox bbox = mo->getWorldBoundingBox();
+      // get the bounding box of the objects
+      AxisAlignedBox bbox = mo->getWorldBoundingBox();
 			
-			// test for intersection (note: function provided of preprocessor)
-			if (Overlap(nodeBox, OgreTypeConverter::ConvertFromOgre(bbox)))
-			{
-			  objects.push_back(static_cast<Entity *>(mo));
-			}
-		}
-	}
+      // test for intersection (note: function provided of preprocessor)
+      if (Overlap(nodeBox, OgreTypeConverter::ConvertFromOgre(bbox)))
+      {
+        objects.push_back(static_cast<Entity *>(mo));
+      }
+    }
+  }
 }
 \end{verbatim}
 
-Note that the implementation of this function can be quite different for a different engine,
-as it is highly depending on the particular engine design. 
-
-For Ogre3D, we use a two stage approach. 
-First we find the intersecting scene nodes.
-We apply a search function that is optimized for the particular engine. 
-For Ogre3D this is the function {\em findNodesIn}.
+Note that the implementation of this function is maybe the one that differs the most
+for another engine, as it is highly depending on the particular engine design. 
+For the Ogre3D implementation, we use a two stage approach. First we find the intersecting scene nodes.
+We apply a search function that is optimized for this engine. 
+In the Ogre3D case, this is the function {\em findNodesIn}.
 The engine is responsible to provide a function for fast geometric search in the scene,
 in order to quickly find the objects intersecting the bounding box of a PVS entry. 
 A spatial data structure like Octree or Kd tree is very useful in this regard.
-
 Second we traverse through the list of entities attached to the scene node. The intersection
 test is then applied for each indiviual bounding box. 
@@ -311,7 +324,5 @@
 
 By now the view cells should be accessible within the target engine. This happens through
-the view cells manager.
-
-In order to query the current view cell, apply the following code snipped.
+the view cells manager. In order to query the current view cell, use the following code.
 
 \begin{verbatim}
@@ -320,30 +331,32 @@
 \end{verbatim}
 
-where {\em viewPoint} contains the current location of the player and must be of type
-{\em GtpVisibilityPreprocessor::Vector3}.
-To access the PVS of the view cell, we apply a PVS iterator, like in the following example.
-
-\begin{verbatim}
+where {\em viewPoint} contains the current location of the player. It must be of type
+{\em GtpVisibilityPreprocessor::Vector3}. In order to traverse the PVS of this view cell, we 
+apply a PVS iterator, like in the following example.
+For the implementation in another engine, { \em Entity} from Ogre3D must be replaced by the
+target engine entities.
+
+\begin{verbatim}
+GtpVisibilityPreprocessor::ObjectPvsIterator pit = 
+  currentViewCell->GetPvs().GetIterator();
+			
 while (pit.HasMoreEntries())
 {		
   GtpVisibilityPreprocessor::ObjectPvsEntry entry = pit.Next();
-	GtpVisibilityPreprocessor::Intersectable *obj = entry.mObject;
-
-	switch (obj->Type())
-	{	
-    EngineIntersectable *oi = static_cast<EngineIntersectable *>(obj);
-
-    EntityContainer *entries = oi->GetItem();
-		EntityContainer::const_iterator eit, eit_end = entries->end();
-
-		for (eit = entries->begin(); eit != eit_end; ++ eit)
-		{
-				Entity *ent = *eit;
+  GtpVisibilityPreprocessor::Intersectable *obj = entry.mObject;
+
+  EngineIntersectable *oi = static_cast<EngineIntersectable *>(obj);
+  EntityContainer *entries = oi->GetItem();
+  
+  EntityContainer::const_iterator eit, eit_end = entries->end();
+
+  for (eit = entries->begin(); eit != eit_end; ++ eit)
+  {
+    Entity *ent = *eit;
 		    
-		    // do something	
-		}	
+    // do something, e.g., set objects visible
+  }	
 }
 
 \end{verbatim}
 
-Again, entity would have to be replaced by the target engine entities.
Index: GTP/trunk/Lib/Vis/Preprocessing/manual/manual.log
===================================================================
--- GTP/trunk/Lib/Vis/Preprocessing/manual/manual.log	(revision 2066)
+++ GTP/trunk/Lib/Vis/Preprocessing/manual/manual.log	(revision 2068)
@@ -1,11 +1,12 @@
-This is e-TeX, Version 3.141592-2.2 (MiKTeX 2.4) (preloaded format=latex 2007.1.30)  31 JAN 2007 01:51
+This is pdfeTeX, Version 3.141592-1.21a-2.2 (MiKTeX 2.4) (preloaded format=latex 2005.8.25)  31 JAN 2007 13:39
 entering extended mode
-**manual.tex
-(manual.tex
+**D:/svn/gametools/GTP/trunk/Lib/Vis/Preprocessing/manual/manual.tex
+(D:/svn/gametools/GTP/trunk/Lib/Vis/Preprocessing/manual/manual.tex
 LaTeX2e <2003/12/01>
-Babel <v3.8a> and hyphenation patterns for english, french, german, ngerman, dumylang, nohyphenation, loaded.
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+Babel <v3.8g> and hyphenation patterns for english, dumylang, nohyphenation, ge
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-) (C:\texmf\tex\latex\ltxmisc\a4wide.sty
+) (D:\texmf\tex\latex\psnfss\times.sty
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+)
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+ (D:\texmf\tex\latex\thumbpdf\thumbpdf.sty
+Package: thumbpdf 2005/07/06 v3.8 Inclusion of thumbnails (HO)
+
+
+Package thumbpdf Warning: Thumbnail data file `manual.tpt' not found.
+
+) (D:\texmf\tex\latex\base\alltt.sty
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+) (D:\texmf\tex\latex\tools\hhline.sty
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-) (multirow.sty
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+
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+File: pdftex.def 2005/06/20 v0.03m graphics/color for pdftex
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-)
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+) (D:\texmf\tex\latex\base\ifthen.sty
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@@ -110,6 +115,40 @@
 LaTeX Font Info:    ... okay on input line 135.
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- (C:\texmf\tex\latex\psnfss\ot1ptm.fd
+
+ (D:\texmf\tex\latex\psnfss\ot1ptm.fd
 File: ot1ptm.fd 2001/06/04 font definitions for OT1/ptm.
+)
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+loading : Context Support Macros / Miscellaneous (2004.10.26)
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+\nextbox=\box30
+\nextdepth=\dimen112
+\everyline=\toks19
+\!!counta=\count93
+\!!countb=\count94
+\recursecounter=\count95
+)
+loading : Context Support Macros / PDF (2004.03.26)
+\nofMPsegments=\count96
+\nofMParguments=\count97
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 LaTeX Font Info:    External font `cmex10' loaded for size
 (Font)              <6> on input line 164.
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- (C:\texmf\tex\latex\cmbright\omlcmbrm.fd
-File: omlcmbrm.fd 1999/05/12 v7.3 (WaS)
+LaTeX Font Info:    Try loading font information for OML+cmbrm on input line 16
+4.
+ (D:\texmf\tex\latex\cmbright\omlcmbrm.fd
+File: omlcmbrm.fd 2005/04/13 v8.1 (WaS)
 )
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 (Font)              Font shape `OT1/ptm/b/n' tried instead on input line 167.
-
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+ (manual.toc
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 (Font)              Font shape `OT1/ptm/b/n' tried instead on input line 1.
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-\tf@toc=\write4
+\tf@toc=\write5
  [1
 
-] (integration.tex
-LaTeX Font Info:    Try loading font information for OT1+pcr on input line 26.
- (C:\texmf\tex\latex\psnfss\ot1pcr.fd
+{psfonts.map}]
+(integration.tex
+LaTeX Font Info:    Try loading font information for OT1+pcr on input line 27.
+ (D:\texmf\tex\latex\psnfss\ot1pcr.fd
 File: ot1pcr.fd 2001/06/04 font definitions for OT1/pcr.
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-(Font)              Font shape `OT1/ptm/b/n' tried instead on input line 51.
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- (C:\texmf\tex\latex\psnfss\omsptm.fd
+(Font)              Font shape `OT1/ptm/b/n' tried instead on input line 57.
+LaTeX Font Info:    Try loading font information for OMS+ptm on input line 64.
+
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-[3]
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- []
-
-
-Overfull \hbox (55.41376pt too wide) in paragraph at lines 208--208
-[]                     \OT1/pcr/m/n/10 GtpVisibilityPreprocessor::ObjectContainer &objects) const;[] 
- []
-
-[4] [5] [6]) [7] (manual.aux (integration.aux)) ) 
+] [3]
+Overfull \hbox (1.41376pt too wide) in paragraph at lines 176--176
+[]                                \OT1/pcr/m/n/10 IntersectableWrapper<EntityCo
+ntainer *>[] 
+ []
+
+
+Overfull \hbox (19.41376pt too wide) in paragraph at lines 176--176
+[]   \OT1/pcr/m/n/10 EngineIntersectable(EntityContainer *item): GtpVisibilityP
+reprocessor::[] 
+ []
+
+[4]
+Overfull \hbox (31.41376pt too wide) in paragraph at lines 260--260
+[]       \OT1/pcr/m/n/10 const GtpVisibilityPreprocessor::IndexedBoundingBoxCon
+tainer &iboxes,[] 
+ []
+
+
+Overfull \hbox (1.41376pt too wide) in paragraph at lines 260--260
+[]    \OT1/pcr/m/n/10 EngineIntersectable *entry = new EngineIntersectable(entr
+yObjects);[] 
+ []
+
+[5]
+Overfull \hbox (1.41376pt too wide) in paragraph at lines 309--309
+[]  \OT1/pcr/m/n/10 for (sit = sceneNodeList.begin(); sit != sceneNodeList.end(
+); ++ sit)[] 
+ []
+
+
+Overfull \hbox (7.41376pt too wide) in paragraph at lines 309--309
+[]      \OT1/pcr/m/n/10 // test for intersection (note: function provided of pr
+eprocessor)[] 
+ []
+
+[6]) [7] (manual.aux (integration.aux)) ) 
 Here is how much of TeX's memory you used:
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- 12243 string characters out of 1195288
- 59774 words of memory out of 1060479
- 4091 multiletter control sequences out of 60000
- 13818 words of font info for 41 fonts, out of 500000 for 1000
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- 32i,7n,21p,207b,241s stack positions out of 1500i,500n,5000p,200000b,32768s
-
-Output written on manual.dvi (7 pages, 16556 bytes).
+ 1532 strings out of 95515
+ 16755 string characters out of 1189489
+ 65463 words of memory out of 1065662
+ 4500 multiletter control sequences out of 60000
+ 21808 words of font info for 49 fonts, out of 1000000 for 2000
+ 14 hyphenation exceptions out of 4999
+ 32i,7n,21p,279b,239s stack positions out of 5000i,500n,10000p,200000b,32768s
+PDF statistics:
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+ 0 named destinations out of 300000
+ 1 words of extra memory for PDF output out of 65536
+<D:\texmf\fonts\type1\bluesky\cm\cmsy1
+0.pfb>{8r.enc}<D:\texmf\fonts\type1\urw\urwstd\ucrr8a.pfb><D:\texmf\fonts\type1
+\urw\urwstd\utmri8a.pfb><D:\texmf\fonts\type1\urw\urwstd\utmb8a.pfb><D:\texmf\f
+onts\type1\urw\urwstd\utmr8a.pfb>
+Output written on manual.pdf (7 pages, 82161 bytes).
Index: GTP/trunk/Lib/Vis/Preprocessing/manual/manual.toc
===================================================================
--- GTP/trunk/Lib/Vis/Preprocessing/manual/manual.toc	(revision 2066)
+++ GTP/trunk/Lib/Vis/Preprocessing/manual/manual.toc	(revision 2068)
@@ -4,8 +4,9 @@
 \contentsline {section}{\numberline {4}Integration of Preprocessed Visibility}{2}
 \contentsline {subsection}{\numberline {4.1}Requirements}{2}
-\contentsline {paragraph}{Bounding Box Converter}{3}
+\contentsline {paragraph}{BoundingBoxConverter}{3}
 \contentsline {paragraph}{ObjectContainer}{3}
-\contentsline {paragraph}{View cells loading}{3}
-\contentsline {subsection}{\numberline {4.2}Intersectable}{3}
-\contentsline {subsection}{\numberline {4.3}Bounding Box Converter}{4}
-\contentsline {section}{\numberline {5}View Cells Usage}{6}
+\contentsline {paragraph}{ViewCellsManager}{3}
+\contentsline {section}{\numberline {5}Example Implementation}{4}
+\contentsline {subsection}{\numberline {5.1}Intersectable}{4}
+\contentsline {subsection}{\numberline {5.2}Bounding Box Converter}{4}
+\contentsline {section}{\numberline {6}View Cells Usage}{7}
Index: GTP/trunk/Lib/Vis/Preprocessing/manual/manual.ilg
===================================================================
--- GTP/trunk/Lib/Vis/Preprocessing/manual/manual.ilg	(revision 2066)
+++ GTP/trunk/Lib/Vis/Preprocessing/manual/manual.ilg	(revision 2068)
@@ -1,4 +1,4 @@
-This is C:\texmf\MiKTeX\bin\makeindex.exe, version 2.14 [02-Oct-2002] (with Thai support).
-Scanning input file E:\svn\gametools\GTP\trunk\Lib\Vis\Preprocessing\manual\manual.idx...done (0 entries accepted, 0 rejected).
-Nothing written in E:\svn\gametools\GTP\trunk\Lib\Vis\Preprocessing\manual\manual.ind.
-Transcript written in E:\svn\gametools\GTP\trunk\Lib\Vis\Preprocessing\manual\manual.ilg.
+This is D:\texmf\MiKTeX\bin\makeindex.exe, version 2.14 [02-Oct-2002] (with Thai support).
+Scanning input file D:\svn\gametools\GTP\trunk\Lib\Vis\Preprocessing\manual\manual.idx...done (0 entries accepted, 0 rejected).
+Nothing written in D:\svn\gametools\GTP\trunk\Lib\Vis\Preprocessing\manual\manual.ind.
+Transcript written in D:\svn\gametools\GTP\trunk\Lib\Vis\Preprocessing\manual\manual.ilg.
Index: GTP/trunk/Lib/Vis/Preprocessing/manual/integration.tcp
===================================================================
--- GTP/trunk/Lib/Vis/Preprocessing/manual/integration.tcp	(revision 2066)
+++ GTP/trunk/Lib/Vis/Preprocessing/manual/integration.tcp	(revision 2068)
@@ -7,5 +7,5 @@
 UseBibTeX=0
 UseMakeIndex=1
-ActiveProfile=LaTeX => DVI
+ActiveProfile=LaTeX => PDF
 ProjectLanguage=de
 ProjectDialect=DE
