Provided by: whitedune_0.30.10-1.3_amd64 bug

NAME

       whitedune - graphical vrml97 editor and animation tool

SYNOPSIS

       whitedune  [ variantoptions ] [ stereoviewoptions ] [ inputdeviceoptions [ axisoptions ] [
       miscoptions ] [ file.wrl file.x3dv file.xml ...  ]

       whitedune [ conversionoption ] filename

       whitedune -illegal2vrml [ -prefix prefix ] protofile.wrl file.wrl ...

DESCRIPTION

       whitedune / white_whitedune is  a  graphical  editor  for  the  Virtual  Reality  Modeling
       Language (VRML97), ISO/IEC 14772-1:1997.
       Additionally it has support for the NurbsSurface Node described in VRML97 Amendment 1.
       white_whitedune can also load and store VRML encoded X3DV files
       It  can  also  load  X3D  files  with  XML  encoding,  if  configured to use a commandline
       vrml97/x3d translator.
       A filename of - means standart input.
       Dune has some basic support for stereographic view usually with  shutterglases  in  OpenGL
       "quadbuffer" mode.
       When  used  with  the  conversionoptions  or  the   -illegal2vrml   commandline  argument,
       white_whitedune is a non graphical commandline program.
       The conversionoptions are used to convert the VRML/X3DV file into sourcecode or a other 3D
       graphics  format.  This  options  are  used in the commandline, but some options require a
       graphics context (e.g. in the simplest case a usage within a xterm command), cause some of
       the  conversion  options require the usage of OpenGL commands. To create a OpenGL context,
       there are 3 different ways.
       First open a temporay graphics window, do the conversion and close the graphics window and
       exit. This is currently used under M$Windows.
       Second  is  to  use  Mesa  off screen rendering (the program was compiled with the --with-
       osmesa configure option). With Mesa off screen rendering it  is  possible  to  use  OpenGL
       commands in a pure commandline program.
       Third  is to use glx based off screen rendering under Linux/UNIX/MacOSX.  In this case, no
       the program do not open a graphics window, but requires a working X11 display anyway. On a
       text console the Xvfb X11 server program can be used to get a working X11 display.
       The  -illegal2vrml  option is used to repair VRML97 files with illegal extensions.
       See the illegal2vrml(1) manpage for more information.

VARIANTOPTIONS

       -4kids start whitedune with a simplified GUI as simple 3D modeller for kids.

       -x3dv  if no file is loaded, start whitedune with a new X3DV file.
              Per default, whitedune is started with a new VRML97 file.

       -kambi start  whitedune  with  support for unportable extension nodes only usable with the
              kambi VRML gameengine.

       -cover start whitedune with support for unportable extension nodes only  usable  with  the
              special immersive VRML97 viewer cover/covise.

       -4catt start whitedune with a simplified GUI as a exporter/converter for users of the CATT
              8 sound simulation software.

       -bw    Use black and white icons instead of colored icons

       -german
              Use german menu, dialogs and errormessages

       -italian
              Use italian menu and dialogs, errormessages are still in english language

       -english
              Use english menu, dialogs and errormessages. This is the default  can  be  used  to
              overwrite the setting of the LANG environment variable.

CONVERSIONOPTIONS

       -vrml97
              Convert file to VRML97 ISO/IEC 14772-1:1997, write it to standart output and exit.

       -vrml97levelx3dv
              Convert  file  to  VRML97 ISO/IEC 14772-1:1997 compatible parts of X3D classic VRML
              encoding ISO/IEC ISO/IEC 19776-2:2005, write it to standart output and exit.

       -x3d   Convert file to XML encoded X3D, write it to standard output and exit.

       -kanim filenamepattern
              Convert file to the kanim fileformat and write it to standard output.
              The kanim fileformat is a XML file with references to  different  VRML  files.  The
              VRML files are generated too, their name is generated based on filenamepattern: The
              filenamepattern is shortend  from  the  fileextension  and  then  extended  with  a
              underscore, a increasing number and the .wrl extension.
              All  VRML  files describe the same VRML scene with same the nodes, but some numeric
              fields are animated.
              This type of file is used by the open source VRML based Kambi gameengine.  It makes
              no  sense  to  export  a  kanim  file,  if  the  exported  VRML file do not contain
              timesensor/interpolator based animation.

       -wonderland moduleDirectory
              Convert file to a java source file included in  a  directory  structure  needed  to
              build a SUN wonderland version 0.5 module and exit.
              If  the  root  directory  of  the  module is build from the input filename (without
              extension) as moduleDirectory/exportX3dv/filename
              If this directory and the other needed files do not exists,  this  files  are  also
              created.  If  the other files exist, they are not overwritten, only the target java
              source itself is  overwritten.   The  name  of  the  target  java  source  file  is
              moduleDirectory/exportX3dv/filename/src/classes/org/jdesktop/wonderland/modules/filename/client/jme/cellrenderer/filename.java
              The first character of the target java source file is uppercase.
              To get a wonderland module from the moduleDirectory/exportX3dv/filename  directory,
              chance  into  this  directory  and  run  the  ant  command. A usual jar file of the
              wonderland module can then be found in the moduleDirectory/exportX3dv/filename/dist
              directory.
              When  compiling  the  output  of the wonderland java source export with the command
              ant, the java compiler may get out of memory resources.
              To fix the problem, you can set the memory limits by extending the javac tag in the
              file wonderland/build-tools/build-scripts/build-setup.xml e.g.
              <javac ...
                     ...
                     fork="true"
                     memoryinitialsize="256m"
                     memorymaximumsize="1024m"
              >
              Currently,  the  -wonderland  option only support static 3D modeller output without
              animation or interaction.
              These features are work in progress and are still to be done.
              This option uses OpenGL commands.

       -x3d4wonderland
              Convert file to XML encoded X3D for import in  SUN  wonderland  0.4,  write  it  to
              standard output and exit.
              SUN  wonderland  0.4  only support IndexedFaceSets with colorPerVertex and fullsize
              Color nodes. This exporter tries to convert other nodes  to  this  IndexedFaceSets,
              but  can  (currently)  not  correctly  convert  nodes with colorPerVertex false and
              fullsize Color nodes.
              This option uses OpenGL commands.

       -ac3d  Convert file to the AC3D format (Version AC3Db), write it to  standart  output  and
              exit. This option uses OpenGL commands.
              The AC3D file format is the input/output file format of the 3D modeller ac3d.
              The  ac3d 3d modeller do not support several features of VRML/X3D (e.g. the ac3d 3d
              modeller do not support animation or interaction).  Therefore the AC3D file  format
              can not keep the complete information of a VRML/X3D file in general.

       -catt8geo outputdir_with_material_geo
              Convert  file  to the catt geo format (Version 8), write it to several .geo formats
              to the directory outputdir_with_material_geo and exit.
              The catt geo file format is the input geometry file  format  of  the  catt  acustic
              simulation program.
              The master.geo file in this directory outputdir_with_material_geo will hold include
              commands for the other produced .geo files.
              In the directory, a file material.geo with  the  needed  ABS  commands  must  exist
              before conversion.  The material names for the ABS names are generated from the DEF
              names of the VRML nodes.
              If the material.geo file do not exist in the outputdir_with_material_geo directory,
              white_whitedune fails with a errormessage.
              Despite  the  catt  programm  can  export  VRML97  files, it do not support several
              features of VRML/X3D.
              Therefore the catt geo file format can not keep the information of a VRML/X3D  file
              in general.
              This option uses OpenGL commands.

       -ldraw Convert  file  to  the  major part of the ldraw fileformat and write it to standard
              output.
              The header of the ldraw file is not generated. The header is a important part of  a
              ldraw  file and should have been written to standard output earlier (typically this
              is done from a batch script).
              The ldraw fileformat is a ASCII fileformat  which  is  used  to  exchange  3D  data
              between  several open source plastic brick description programs. A example for such
              a program is LeoCAD.

       -prefix prefix
              The -prefix option in conjunction with conversion is only used  for  the  following
              options  to  create  source code. It can be used to define a leading prefix for the
              name of the data structures in the source code output.
              For example, the source code creates data  types  named  "Node",  "Scenegraph"  and
              "Callback". To avoid problems with other libraries, adding options like for example
              "-prefix  X3d"  would  change  the  names   to   "X3dNode",   "X3dSceneGraph"   and
              "X3dCallback".

       -c     Converts file to a C header/source file, write it to standard output and exit.
              Currently, information about routes are not exported.
              See section C/C++/JAVA SOURCE EXPORT for more information.

       +c prefix
              This  option is very similar to the -c option, but writes a incomplete source file,
              which can be concatinated to a sourcefile written by the -c option.
              The names of the new defined datatypes in the  sourcefile  start  with  the  prefix
              argument.

       -3c    This  option  is  similar to the -c option, but surfaces are first triangulated and
              then exported as TriangleSet nodes.
              This option uses OpenGL commands.

       +3c prefix
              This option is very similar to the -3c option, but writes a incomplete source file,
              which can be concatinated to a sourcefile written by the -3c option.
              The  names  of  the  new  defined datatypes in the sourcefile start with the prefix
              argument.

       -meshc This option is similar to the -c option, but surfaces  are  first  converted  to  a
              polygon mesh and then exported as IndexedFaceSet nodes.

       +meshc prefix
              This  option  is  very similar to the -meshc option, but writes a incomplete source
              file, which can be concatinated to a sourcefile written by the -meshc option.
              The names of the new defined datatypes in the  sourcefile  start  with  the  prefix
              argument.

       -c++   Converts file to a C++ header/source file, write it to standard output and exit.
              Currently, information about routes are not exported.
              See section C/C++/JAVA SOURCE EXPORT for more information.

       +c++ prefix
              This  option  is  very  similar  to the -c++ option, but writes a incomplete source
              file, which can be concatinated to a sourcefile written by the -c++ option.
              The names of the new defined datatypes in the  sourcefile  start  with  the  prefix
              argument.

       -3c++  This  option is similar to the -c++ option, but surfaces are first triangulated and
              then exported as TriangleSet nodes.
              This option uses OpenGL commands.

       +3c++ prefix
              This option is very similar to the -3c++ option, but  writes  a  incomplete  source
              file, which can be concatinated to a sourcefile written by the -3c++ option.
              The  names  of  the  new  defined datatypes in the sourcefile start with the prefix
              argument.

       -meshc++
              This option is similar to the -c++ option, but surfaces are first  converted  to  a
              polygon mesh and then exported as IndexedFaceSet nodes.

       +meshc++ prefix
              This  option is very similar to the -meshc++ option, but writes a incomplete source
              file, which can be concatinated to a sourcefile written by the -meshc++ option.
              The names of the new defined datatypes in the  sourcefile  start  with  the  prefix
              argument.

       -java  Converts file to a java source file, write it to standard output and exit.
              Currently, information about routes are not exported.
              See section C/C++/JAVA SOURCE EXPORT for more information.

       +java prefix
              This  option  is  very  similar to the -java option, but writes a incomplete source
              file, which can be concatinated to a sourcefile written by the -java option.
              The names of the new defined datatypes in the  sourcefile  start  with  the  prefix
              argument.

       -3java This option is similar to the -java option, but surfaces are first triangulated and
              then exported as TriangleSet nodes.
              This option uses OpenGL commands.

       +3java prefix
              This option is very similar to the -3java option, but writes  a  incomplete  source
              file, which can be concatinated to a sourcefile written by the -3java option.
              The  names  of  the  new  defined datatypes in the sourcefile start with the prefix
              argument.

       -meshjava
              This option is similar to the -java option, but surfaces are first converted  to  a
              polygon mesh and then exported as IndexedFaceSet nodes.

       +meshjava prefix
              This option is very similar to the -meshjava option, but writes a incomplete source
              file, which can be concatinated to a sourcefile written by the -meshjava option.
              The names of the new defined datatypes in the  sourcefile  start  with  the  prefix
              argument.

       -manyclasses
              Only valid after the -java, -3java, -meshjava or -wonderland options.
              This  option  is  a  brute  force attempt to fight against the "too much constants"
              problem in java. It may be impossible to compile the output of a normal java  based
              source code export, cause the current format of java class files are limited to 64K
              so called "constants". Not only real constants like 1, 2 or 3 are counted, but also
              things like member variable definitions in classes etc.
              With the -manyclasses option, all data is distributed into many seperated classes.
              The  -manyclasses  option  should  help,  if  you run into the "too much constants"
              problem. In case of a large number of DEF commands in the vrml/x3dv file,  you  can
              still run into "too much constants" problem, cause each DEF commands leads to extra
              member variable in the main scenegraph class. In this case, you should  reduce  the
              number of DEF commands with the menupoint actions ... rest of scenegraph branch ...
              remove ... DEF name
              Beside the need to increase the memory limits of  the  javac  compiler  (-Xms/-Xmx)
              options,   you   may   also   need   to   increase   the   PermSize  memory  limits
              (-XX:PermSize=/-XX:MaxPermSize=) of the java interpreter.

STEREOVIEWOPTIONS

       -nostereo
              force non stereoview mode on Linux/UNIX (e.g. if you do not own shutterglases)

       -stereo
              force stereoview mode.
              Stereo is only supported for hardware/software combinations, that allow  quadbuffer
              stereo ("stereo in a window"), NOT splitscreen stereo (eg. "OpenGlVR").
              Examples  for hardware/software combinations with support for quadbuffer stereo are
              graphicscards with support for shutterglasses  or  "stereo  cloneview"  to  connect
              beamers of a onewall.

       -anaglyph glassestype
              force expermential stereoview mode for use with colored anaglyph glasses.
              glassestype can be red_green, green_red, red_blue or blue_red.
              This  option uses the OpenGL accumulation buffer. This is not hardware-supported by
              a lot of graphics cards/graphics drivers and can result in miserable performance.

       -eyedist eyedistinmeter
              Distance between the two eyes of the viewer.
              Default eyedistinmeter is 0.06, it can  be  negative  to  swap  eyes  (no  need  to
              reconfigure your hardware if eye swapping problems occure).

       -screendist screendistinmeter
              Distance between the eyes of the viewer and the mid of the monitor screen.
              Default screendistinmeter is 0.8.

       -fieldofview fieldofviewindegree
              Overwrite  Field of View field in VRML viewpoints and set to fieldofviewindegree in
              degree.
              Good stereoviewing may want need to ignore the fieldOfView field of viewpoints. The
              fieldOfView of the human eye is about 18 degrees, the VRML default is 45 degrees.

INPUTDEVICEOPTIONS

       The  following options are only valid, if whitedune was compiled with matching inputdevice
       driver support (e.g. there is not support for a Linux joystick under IRIX).

       -joystick joystickdevice
              Only valid under Linux or M$Windows.
              Under Linux, joystickdevice is the device of a Linux  joystick  (usually  something
              like /dev/input/js0 or /dev/js0).
              Under  M$Windows,  the  joystickdevice  is  a  number. Depending from the M$Windows
              version, this number is either 0, 1 or a number from 0 to 15.

       -SDLjoystick joystickdevice
              Currently only valid under MacOSX.  The joystickdevice is a number (e.g. 0,  1,  2,
              ...).

       -spaceball spaceballdevice
              spaceballdevice  is the serial device connected to the spaceball (usually something
              like /dev/ttyd2 or /dev/ttyS0).
              Only valid if binary was compiled with libsball support.

       -nxtdials usbdevice
              This option support a dials like inputdevice made of mindstorms nxt  motors.   Just
              attach  a  wheel or gear to each of 3 motors, connect them to the brick and connect
              the brick to the computer via USB.
              This option is only valid, if white_whitedune was  compiled  with  support  of  the
              libusb library e.g. available under Linux.
              usbdevice  is  the  number of the mindstorms nxt brick connected via USB (0 for the
              first nxt brick, 1 for the second nxt brick, etc).
              The -nxtdials option automatically set the wheel axisoption.

       -xinput xinputname
              xinputname is the devicename supported by the Xinput  Protocol  (usually  something
              like magellan or dialbox).
              Valid on most Unix/X11 implementations.

       -xinputlist
              Print  a list of Xinput devicenames that can be possibly used as xinputname for the
              -xinput option and exit.
              Valid on most Unix/X11 implementations.

       -xinputlistlong
              Print a list of Xinput devicenames with axis information and exit.
              Valid on most Unix/X11 implementations.

       -aflock aflockdevice  [ aflockoptions ]  -tracker birdaddr -wand birdaddr
              aflockdevice is the serial device connected to the Ascension Flock of Birds  master
              transmitter (usually something like /dev/ttyd2 or /dev/ttyS0).
              Dune assumes the following configuration:
              Multiple  FOBs  with  single  RS232  Interface  to Host Computer (see "The flock of
              Birds,   Installation   and    Operation    Guide,    Standalone    and    Multiple
              Transmitter/Multiple  Sensors  Configurations",  Page  3  (chapter "Introduction"),
              Figure 2).
              birdaddr is the adress of the Bird Unit of the magnetic head tracker (-tracker)  or
              "3D  Mouse"  (-wand)  in  the  Fast  Bird  Bus  (FBB adress) as configured with the
              dipswitches on the Bird Unit.
              This program need to have the Flock of Birds configured in the Normal Address  Mode
              only (see Page 12, Figure 4 of the manual decribed above).

       -headnavigation
              Use current transformmode (including rotations) when using a headtracker.
              Default  without  -headnavigation is using only the translation mode.  This default
              gives you a very natural reaction, when your head moves, the virtual  world  moves,
              but   if  your  head  only  rotates,  the  virtual  world  stand  still.  With  the
              headnavigation option, the virtual world reacts to head rotations, depending of the
              current  transform  mode.  Be carefull when you use this feature while talking to a
              audience. Talking cause small and fast head rotations and will cause small and fast
              rotations  of  the  virtual  world.   Your  audience may get a impression like in a
              earthquake and is more in danger to get motion sickness.

       -sendalways
              Tell whitedune that the device sends (almost) always values. This values will  then
              not be interpreted automatically as transform commands.
              Automatically used for Ascension Flock of Birds device (-aflock).

       -dontcarefocus
              Inputdevice actions dont care about the window focus.
              This  can  be  useful  in situations, when you only work with one whitedune window,
              e.g. when using a onewall.

AXISOPTIONS

       -x|-y|-z|-xrot|-yrot|-zrot=[-][integer_axisnumber]
              [,[factor][,[accel][,[wheel][,ignore]]]]

       -all|-allxyz|-allrot=[factor][,[accel][,[wheel][,ignore]]]

       -none=integer_axisnumber

       -axes=max_number_axes

AXISLEGEND

       -      used to swap sign of value from axis

       integer_axisnumber
              Integer with the number of the axis, that should be used for the x y  z  xrot  yrot
              zrot directions.
              This number may not be greater than the number of axes of the inputdevice.
              The integer_axisnumber in the none option is used to disable this axis.

       factor Float with a multiplicator for the axes
              The factors of the all, allrot and allxyz options are independend of the factors of
              the single axes.

       accel  Float with a expotential accelerator for the axes

       wheel  The string "wheel" means this axis of the inputdevice  will  not  deliver  zero  if
              released

       ignore Float  with the value (relative to the maximal value from the device) which will be
              ignored (insensitivity)

       max_number_axes
              Number of used axes, one of (2,3,4,5).
              This must be equal or less to the physical available axes of a device.  Main  usage
              of  this  option is to disable bad designed or mechanical defect axes e.g. when you
              wish, this axis on a joystick would not exist

AFLOCKOPTIONS

       This options are only valid for the Ascension flock of birds magnetic tracking system.

       -baud baudrate
              Baudrate of the serial line communicating with the transmitter.
              According to the flock of bird manual, the following baudrates are valid for serial
              line communication: 2400, 4800, 9600, 19200, 38400, 57600 and 115200.
              Default: 38400

       -numbirds numberbirds
              Number  of  "data  delivering" birds attached to the transmitter (e.g. not counting
              the transmitter itself, if it is a Extended Range Controller (ERC)).
              Default: 2 (tracker and wand).

       -master birdaddr
              Adress of the master transmitter in the Fast Bird Bus (FBB  adress)  as  configured
              with the dipswitches on the transmitter unit.
              Default: 1

       -masterIsErc
              Used  to  differ  between configurations, where the master is a ERC (Extended Range
              Controller) or not. If the master is not a ERC, the FBB adress is the same  as  the
              FBB adress of the tracker or the wand.
              Default: not set

       -hemisphere FRONT_HEM|AFT_HEM|UPPER_HEM|LOWER_HEM|LEFT_HEM|RIGHT_HEM
              Hemisphere  used.  Sit  on the antenna block (with the legs near on the side of the
              text) to see, what is left or right 8-)
              Default: RIGHT_HEM

       -sync 0|1
              Synchronise (1) or not (0) data output to a CRT (Monitor) or your host computer.
              Synchronisation is used to elimiate magnetic effects of a  Monitor  using  the  CRT
              sync cable.
              Default: 0

       -block 0|1
              Set  (1)  or  do  not  set (0) the FNDELAY flag to the filedescriptor of the serial
              port.
              Default: 0

       -filter AC_NARROW | AC_WIDE | DC_FILTER
              Enable different filters. Read the Flock of Birds manuals for more information.
              This option can be repeated to use multiple filters.
              Default: no filter set, using filter set by Flock autoconfiguration.

       -suddenchangelock 0|1
              Allow (0) or disallow (1) setting of  messured  position  and  orientation  when  a
              sudden large messurement occure.
              Default: 1

       -calfile calibrationfile
              Use a VR Juggler style file to calibrate position messurement.

       -ignoresize delta
              Ignore   position   jumps  from  flock  bigger  than  delta.   This  is  much  like
              suddenchangelock, but pure software based.
              Default: 0

MISCOPTIONS

       -tessellation integer
              Set the default tessellation of NURBS and superformula based parametric  shapes  to
              integer.
              The meaning of tessellation decide how many edges are generated in one direction.
              A  low  default  tessellation  result  in  faster  rendering of related shapes with
              tessellation set to 0 inside  the  white_whitedune  application,  but  can  give  a
              reduced view, so details of a shape may be hidden.
              If no -tessellation option is used, the default tessellation is 32.

       -indirect
              Forces  indirect OpenGL rendering, even when 3D hardware rendering accelleration is
              available. In case of possible 3D hardware rendering accelleration this option  can
              drastically slow down the program.
              This  option  is  most  usefull  on  machines  with  problematic graphic drivers or
              halfbaken 3D desktop features like compiz.

       -uninstall
              Output information (if available)  on  the  commandline,  how  the  white_whitedune
              application can be uninstalled and exit.
              Under  Micro$oft  Windows  it  additionally  clears  all information activly set by
              white_whitedune (under HKEY_CURRENT_USER) in the Windows registry.

       -psn_???
              Only valid under MacOSX.
              Options starting with the string "-psn_" are generated by the Aqua desktop under on
              some versions of MacOSX and are silently ignored.

       -fn font
              Only valid under Linux/UNIX/MacOSX.
              Set the unix font. Check for valid fonts with the xlsfonts(1) command.

       -demomode timeout
              This options is intended for running the program as eyecatcher eg. on a fair.
              The  option is only usefull, if a viewpoint animation is running.  In case of input
              from the mouse (mouseclick), keyboard or a 3D inputdevice, the animation is stopped
              an the user can navigate through the 3D world.
              timeout  seconds  after  the  last  input, the viewpoint animation is not supressed
              anymore.

       -filedialogdir directory
              Change to a specific directory before opening a filedialog.

       -proto category protofile
              Adds the VRML PROTO in the file protofile to the list of available  PROTOs  in  the
              create => proto menu in the category submenu and exit.

       -renderslower
              This option uses a slower render mode.

       --version
              Print out version information and exit.

       --copyrightdetails
              Print out detailed copyright informations and exit.

MOUSE/KEYS

       In the 3D view, whitedune support the following mouse / keyboard commands:

       Mouse Button 1 click:
              Select  objects/3D handlers (e.g. arrows or white boxes) under the cursor (or under
              the top of 3D cursor in stereoview)

       Mouse Button 2 click:
              Additionly select white box 3D handlers under the cursor (or under the  top  of  3D
              cursor in stereoview)

       Mouse Button 1 drag:
              Drag objects/3D handlers around

       CTRL-Mouse Button 1 drag:
              Virtual trackball navigation

       SHIFT-Mouse Button 1 drag:
              Forward/backward navigation

       CTRL+SHIFT-Mouse Button 1 drag:
              up/down/left/right navigation

       ALT-Mouse Button 1 drag: (SGI style)
              Virtual trackball navigation

       ALT-Mouse Button 2 drag: (SGI style)
              up/down/left/right navigation

       ALT-Mouse Button 1+2 drag: (SGI style)
              forward/backward navigation

       Navigation icon pressed-Mouse Button 1 drag:
              Virtual trackball navigation

       Navigation icon pressed-Mouse Button 2 drag:
              forward/backward navigation

       Navigation icon-Mouse Button 1+2 drag:
              up/down/left/right navigation

       In the route view, whitedune support the following mouse / keyboard commands:

       Mouse Button 1 click to event socket of a node and drag to a matching event
              socket:
              create a ROUTE connection

       Mouse Button 1 click to nothing and drag:
              cut a ROUTE connection

       Mouse Button 1 click to a node and drag:
              move node in the route view

       Mouse Button 1 click to a node, hold Mouse Button1, pressing Page Up/Down key
              move  node  in  the  route  view  by  one page (works only on correct motif/lesstif
              implementations)

       Information about other keyboard usage can be found in the toolbar.

       Tips how to use whitedune can be found in the docs directory of whitedune
              (http://129.69.35.12/whitedune/docs/)

C/C++/JAVA SOURCE EXPORT

       The export to source code is a export of the information  (numbers  and  strings)  of  the
       VRML/X3D scenegraph tree.
       White_whitedune  do not export something like C source with OpenGL commands.  The exported
       code is independend of any rendering engine, but can be used with any 3D API.
       Additional  code  is  needed  to  render  the  scenegraph  with  a  3D   API.    Currently
       white_whitedune  comes with only one set of such additinal code for the Java Monkey Engine
       (JME). This code can be used as a model for writing code for additional renderengines.
       The information of the scenegraph is written into a class/struct with a name  concatinated
       from  the  string  of the prefix argument (default "X3d") and the string "SceneGraph". The
       scenegraph class/struct is filled with  references  to  the  different  VRML/X3D  commands
       ("nodes").  The  name  of  the  type of such a node is concatinated from the string of the
       prefix argument (default "X3d") and "Node". Each  node  type  contains  the  data  of  the
       VRML/X3D node in variables named in the same way as the VRML/X3D fields.
       The  following table shows the mapping from the VRML/X3D field type to the C, C++ and java
       datatypes:

                          │              │              │
        VRML/X3D datatype │ C datatype   │ C++ datatype │ java datatype
       ───────────────────┼──────────────┼──────────────┼────────────────
        SFBool            │ short        │ bool         │ boolean
        SFInt32           │ int          │ int          │ int
        SFImage           │ int*         │ int*         │ int[]

        SFFloat           │ float        │ float        │ float
        SFVec2f           │ float[2]     │ float[2]     │ float[2]
        SFVec3f           │ float[3]     │ float[3]     │ float[3]
        SFVec4f           │ float[4]     │ float[4]     │ float[4]
        SFRotation        │ float[4]     │ float[4]     │ float[4]
        SFMatrix3f        │ float[9]     │ float[9]     │ float[9]
        SFMatrix4f        │ float[16]    │ float[16]    │ float[16]
        SFColor           │ float[3]     │ float[3]     │ float[3]
        SFColorRGBA       │ float[4]     │ float[4]     │ float[4]
        SFDouble          │ double       │ double       │ double
        SFVec3d           │ double[3]    │ double[3]    │ double[3]
        SFTime            │ double       │ double       │ double
        SFString          │ const char*  │ const char*  │ String
        SFNode (***)      │ X3dNode*     │ X3dNode*     │ X3dNode
                          │              │              │
        MFBool            │ short*       │ bool*        │ boolean[]
        MFInt32           │ int*         │ int*         │ int[]
        MFFloat           │ float*       │ float*       │ float[]
        MFVec2f           │ float*       │ float*       │ float[]
        MFVec3f           │ float*       │ float*       │ float[]
        MFVec4f           │ float*       │ float*       │ float[]
        MFRotation        │ float*       │ float*       │ float[]
        MFMatrix3f        │ float*       │ float*       │ float[]
        MFMatrix4f        │ float*       │ float*       │ float[]
        MFColor           │ float*       │ float*       │ float[]
        MFColorRGBA       │ float*       │ float*       │ float[]
        MFDouble          │ double*      │ double*      │ double[]
        MFVec3d           │ double*      │ double*      │ double[]
        MFTime            │ double*      │ double*      │ double[]
        MFString          │ const char** │ const char** │ String[]
        MFNode (***)      │ X3dNode**    │ X3dNode**    │ X3dNode[]
       (***) The "X3d" part of the name is the default, it can be replaced by the string  of  the
       prefix argument.
       For  any MF* type field (and a SFImage type field) the number of int, float etc. values in
       the array is stored in a variable of the X3dNode struct/class composed from "m_", the name
       of  the  field and "_length" in case of a C/C++ export.  Java do not need such a variable,
       cause the length of a array is always available as  with  the  .length  component  of  the
       array.

       The  scenegraph  is  a  tree  of  nodes.  The  root  of  the scenegraph is (similar to the
       white_whitedune internals) a VRML/X3D Group node named "root".
       In a Group node, the contained nodes are attached via a field  named  "children"  of  type
       MFNode.
       For example imagine the following VRML file:

       #VRML V2.0 utf8

       Group
         {
         children
           [
           Group
             {
             }
           Group
             {
             }
           DEF NAME_OF_FOGNODE Fog
             {
             color 1 0.50000000 1
             }
           ]
         }

       If  no  prefix  argument  is used, the first node in a VRML/X3D file is represended in the
       exported C source as "root->children[0]" in the "X3dSceneGraph" struct.
       If the first node in the VRML/X3D file is also a Group node and contain three other nodes,
       the  third  of  this  nodes  is  represended  as  "root->children[0]->children[2]"  in the
       "X3dSceneGraph" struct.
       If the third of this nodes is a Fog node, the "color" field of the Fog node is represended
       in the exported C source as "root->children[0]->children[2]->color" in the "X3dSceneGraph"
       struct.
       The type of the "color" field of the Fog node is SFColor. The SFColor type is  represented
       as  a  array  of 3 floating point values in the C source, used to store the red, green and
       blue part of the color.
       So the green  part  of  the  fog  color  is  represended  in  the  exported  C  source  as
       "root->children[0]->children[2]->color[1]" in the "X3dSceneGraph" struct.
       A   C++   export   would   also   use  "root->children[0]->children[2]->color[1]"  in  the
       "X3dSceneGraph" class.
       A  java  export  would  similarly  use  "root.children[0].children[2].color[1]"   in   the
       "X3dSceneGraph" class.

       There is a second way to access the fields of the Fog node.
       In  VRML/X3D  it is possible to name nodes with a "DEF" command. The string behind the DEF
       command ("NAME_OF_FOGNODE" in the example) also occures  in  the  in  the  "X3dSceneGraph"
       struct and can be directly used to access the matching VRML/X3D data.
       So  the  green  part  of  the  fog  color  is  represended  in  the  exported  C source as
       "NAME_OF_FOGNODE->color[1]" in the "X3dSceneGraph" struct.
       A C++ export would also use "NAME_OF_FOGNODE->color[1]" in the "X3dSceneGraph" class.
       A java export would use similarly "NAME_OF_FOGNODE.color[1]" in the "X3dSceneGraph" class.
       A problem can occure, if the string behind the DEF command is a reserved  keyword  in  the
       target  language.  For  example, the 3D modeller wings3d often uses the DEF name "default"
       when exporting VRML97 files.
       In this case, the DEF name will be renamed (e.g. to "default1") and  a  warning  would  be
       written to standard error during the export.

       Beside  the access of node data directly, there are also 2 sets of callbacks to handle the
       data of a whole scenegraph (or a branch of it): a set of callbacks to render  the  content
       of  the  scenegraph branch ("*RenderCallback") and a additional set of callbacks for other
       tasks ("*DoWithDataCallback").
       There are also callbacks to replace the functions, which per default alltogether  traverse
       the Scenegraph ("*TreeRenderCallback" and "*TreeDoWithDataCallback").
       The callback mechanism and the scenegraph initialization differs from programming language
       to programming language.

       C:
       The scenegraph (default argument "X3d" for prefix) can be declarated with
          struct X3dSceneGraph sceneGraph;
       and initialized with
          X3dSceneGraphInit(&sceneGraph);
       A callback function for any X3D node type (like Fog, Text, IndexedFaceSet etc.)   has  the
       declaration
          void mycallbackFunction(X3dNode *self, void *data)
       To access the fields of the X3D node, you usually cast the X3dNode pointer to a pointer to
       the type build from the string of the prefix argument (default "X3d") and the name of  the
       X3D  node  type  you  access  with  this callback (e.g. X3dFog, X3dText, X3dIndexedFaceSet
       etc.).
          X3dFog *node = (X3dFog *)self;
          X3dText *node = (X3dText *)self;
          X3dIndexedFaceSet *node = (X3dIndexedFaceSet *)self;
          etc.
       With this variable "node" the fields the X3D node can be accessed.
       To install the callback, simply assign you function pointer  to  "callbackFunction"  to  a
       variable   build  from  the string of the prefix argument (default "X3d"), the the name of
       the X3D node and the string "RenderCallback" or "DoWithDataCallback". E.g.
          X3dFogRenderCallback = mycallbackFunction;
          X3dTextDoWithDataCallback = mycallbackFunction;
          X3dIndexedFaceSetRenderCallback = mycallbackFunction;
       To run the Render or DoWithData functions with the scenegraph tree, just use
          X3dGroupTreeDoWithData(&sceneGraph.root, NULL);
       Instead of using NULL, other data can be passed to the "data"  argument  of  the  callback
       functions.

       C++:
       The callback mechanism is very similar to the C mechanism.
       The  main difference is the storage of the callback functions. While the callbackfunctions
       in C are stored in global space, the C++ callbackfunctions are stored in the  static  part
       of the matching node type.
       Instead of using
          X3dFogRenderCallback = mycallbackFunction; // C
       a C++ program would use
          X3dFog dummy;
          dummy.renderCallback = &mycallbackFunction; // C++
       In  C++  there  is no need to call a initialization function. A constructor is called when
       the
          X3dSceneGraph sceneGraph;
       declaration is used.
       To   run   the   Render   or   DoWithData   functions    with    the    scenegraph    tree
       "sceneGraph.render(NULL);" or "sceneGraph.doWithData(NULL);" is used.
       NULL  can  be  replaced  by  other data, that will be passed to the "data" argument of the
       callback function.

       java:
       The java callback mechanism is a bit different, it is based on inheritance.
       The callback function is part of a class, that extends a matching class:
          class  MyCallbackClass extends X3dFogRenderCallback {
             public void render(X3dNode node) {
       The new class is used in the following example:
          MyCallbackClass myCallback = new MyCallbackClass();
          X3dSceneGraph sceneGraph = new X3dSceneGraph();
          X3dText.setX3dTextRenderCallback(myCallback);
          sceneGraph.render();

       With the the -manyclasses option, the last line changes to "X3dSceneGraph.render();".  The
       access  to  a  node  with  a  DEF  command  in the x3dv/vrml file changes also to a static
       variable in a similar way.
       See     the     directories     docs/export_example_c,     docs/export_example_c++     and
       docs/export_example_java of the source archive for examples.

EXAMPLES

       whitedune -nostereo
              start whitedune this way, if you have a stereo capable visual, but no shutterglases
              or other shutterbased technology.

       whitedune -xinput magellan -allxyz=10,100,,0.0000002  -xinput  dialbox-1  -x=0  -y=2  -z=4
       -xrot=1 -yrot=3 -zrot=5 -all=1000,,wheel
              starts  whitedune with a magellan xinputdevice with factor 10, acceleration 100 and
              a ignore value of 0.0000002 on the xyz axes and a dialbox device with
              x axis = 0. axis
              y axis = 2. axis
              z axis = 4. axis
              rotation around x axis = 1. axis
              rotation around y axis = 3. axis
              rotation around y axis = 5. axis
              all axes use factor 1000 and all to not deliver zero if released

       whitedune -joystick /dev/input/js0 -z=,3 -axes=3
              starts whitedune with a linux joystick, set acceleration of the z  axis  to  3  and
              disables the 4. (5., 6., ...) axis.

       whitedune -xinput magellan -z=3 -xrot=2 -none=2
              starts  whitedune  with  a  xinput/magellan device, swapping axis number 2 and axis
              number 3, with axis number 2 disabled.

       whitedune -nxtdials
              starts whitedune with a mindstorms nxt usb device, all axes are  automatic  handled
              as wheels.

       whitedune -aflock /dev/ttyS1 -numbirds 2 -master 1 -wand 2 -tracker 3
              starts  whitedune  with a Ascension Flock of Birds.  Master transmitter (a Extended
              Range Controller (ERC))  at  FBB  adress  1  is  connected  to  the  serial  device
              /dev/ttyS1,  use  2  Birds, one attached to a "3D Mouse" device at FBB adress 2 and
              one attached to a head tracking device at FBB adress 3.

       whitedune -wonderland wonderland/modules -manyclasses Test.x3dv
              Exports the content of Test.x3dv as java source for wonderland 0.5 to the directory
              wonderland/modules/exportX3dv/test.
              To      compile      the     java     source     to     a     wonderland     module
              wonderland/modules/exportX3dv/test/dist/test.jar   change    the    directory    to
              wonderland/modules/exportX3dv/test and use ant.

FILES

       $HOME/.whitedunerc
       default file to load/store settings
       (see WHITEDUNERC environment variable for more information)

       $HOME/.whitedune_crash_*_*.wrl
              stores the vrml file in case of a crash

ENVIRONMENT

       WHITEDUNERC filename to load/store details of whitedunes screen layout and
              settings of the "options" menupoint.
              If this filename is not writable, settings are only loaded, not stored.
              If   WHITEDUNERC   is   not   set,   the  file  $HOME/.whitedunerc  is  used  under
              Linux/UNIX/MacOSX or the registry under Micro$oft Windows.

       WHITEDUNEDOCS  path to documentation directory

       LANG  the first two characters of then environment variable LANG
              are compared to the ISO 3166 country shortcut  of  the  supported  languages.   For
              example, if LANG is set to de_DE, german menu, dialogs and errormessages are used.

COPYRIGHT

           Dune, graphical vrml97 editor and animation tool
           Copyright (C) 2000-2002  Stephen F. White and others
           This program is free software; you can redistribute it
           and/or modify it under the terms of the
           GNU General Public License
           as published by the Free Software Foundation; either
           version 2 of the License, or (at your option) any later
           version.

BUGS

       Dune need valid vrml97/x3dv code to work, it can not load a invalid VRML97/X3DV file.
       White_whitedune can load XML encoded X3D files via a translator.
       Use the menupoint Options -> Input Settings... to configure a X3D/XML to X3DV translator.
       whitedune  is  software  in development, it is not 100% free of bugs.  Unsucessful crashes
       should be rare, lucky crashes allow to get back the data. (see "EXIT STATUS").
       Currently not all VRML97/X3D nodes are displayed (e.g. MovieTexture, NurbsSweptSurface  or
       NurbsSwungSurface) or displayed correctly (e.g. Text or Viewpoint).
       Please send bugmessages to the old whitedune bugtracker sourceforge page ⟨http://
       sourceforge.net/tracker/?group_id=3356&atid=103356⟩

DIAGNOSTICS

       Exit status is 0 for sucessfull operation.
       Exit status is 1 if inputfile can not be sucessfully read or other initialisation error.
       Exit status is 2 in case of a X11 server crash.
       Exit status is 11 in case of a X11 initialisation error.
       Exit status is 97 in case one of the inputfiles is a VRML 1 file (the VRML 1 format is not
       supported).
       In case of a coredump/crash, the exit status can be undefined.

EXIT STATUS

       In  case  of  a  crash  (e.g.  X11 server crash or signal (coredump) in case of a internal
       error), whitedune tries to write it's contence to the file $HOME/.whitedune_crash_*_*.wrl

SEE ALSO

       illegal2vrml(1), javac(1), java(1), Xvfb(1),  xterm(1),  v2x3d(1),  x3dv2(1),  FreeWRL(1),
       lookat(1), cc3dglut(1), xj3d(1), cosmoplayer(1), cosmoworlds(1),

       ISO/IEC 14772
              ⟨http://www.web3d.org/x3d/specifications/vrml/⟩

       ISO/IEC 19776-2
              ⟨http://www.web3d.org/specifications/⟩

       NIST vrml97/x3d translators
              ⟨http://ovrt.nist.gov/v2_x3d.html

AUTHORS

       Stephen F. White and others
       See README file for details