diff -c Doc/Guide/camera.tex Doc/Guide/camera.tex
*** Doc/Guide/camera.tex	Tue Mar  1 01:42:17 1994
--- Doc/Guide/camera.tex	Sun Feb  9 22:04:03 1992
***************
*** 168,196 ****
  in no stereo effect
  at all.  A separation equal to one tenth the distance from the
  camera to the look point is often a good choice.
- 
- If you want to generate stereo pairs with parallel optical axes this option
- will {\em not} work, because it only affects the camera position.  Instead,
- you must explicitly change both the camera
- position ({\tt eyep}) and the look point ({\tt lookp}).  One way to do this
- is to invoke the C preprocessor in the source file, and use the {\tt-P}
- command line option, e.g.:
- 
- \begin{verbatim}
-     #ifndef X
-     #define X 0
-     #endif
- 
-     lookp X 0 0
-     eyep X -8 0
- \end{verbatim}
- 
- \noindent (followed by)
- 
- \begin{verbatim}
-     rayshade -P -DX=.5
-     rayshade -P -DX=-.5
- \end{verbatim}
- 
- If you want to quantify the distance to objects in the scene, refer to
- Appendix D for information about generating Range Maps (Z buffer output).
--- 168,170 ----
diff -c Doc/Guide/guide.tex Doc/Guide/guide.tex
*** Doc/Guide/guide.tex	Tue Mar  1 03:00:15 1994
--- Doc/Guide/guide.tex	Sun Feb  9 22:03:09 1992
***************
*** 20,29 ****
  \title{Rayshade User's Guide and Reference Manual}
  \author{Craig E. Kolb}
  \date{Draft 0.4 \\
! January 10, 1992 \\
! Revised February 28, 1994\thanks{Additional documentation describes the
! Range Map (Z Buffer) extension implemented at Carnegie Mellon by Mark
! Maimone ({\tt mwm@cmu.edu}).}}
  \begin{document}
  \maketitle
  \pagenumbering{roman}
--- 20,26 ----
  \title{Rayshade User's Guide and Reference Manual}
  \author{Craig E. Kolb}
  \date{Draft 0.4 \\
! January 10, 1992}
  \begin{document}
  \maketitle
  \pagenumbering{roman}
***************
*** 43,47 ****
  \input{options}
  \input{animate}
  \input{height}
- \input{zbuf}
  \end{document}
--- 40,43 ----
diff -c Doc/Guide/objects.tex Doc/Guide/objects.tex
*** Doc/Guide/objects.tex	Tue Mar  1 01:29:49 1994
--- Doc/Guide/objects.tex	Sun Feb  9 22:04:17 1992
***************
*** 150,157 ****
  	perturbations of the unit square in the $z=0$ plane, and is
  	rendered as a surface tessellated by right isosceles triangles.
  \end{defprim}
! See Appendix C for a discussion of the format of a height field file, and
! see Appendix D for information on creating heightfield files using Rayshade.
  Height field inverse mapping is straight-forward:  $u$ is the
  $x$ coordinate of the point of intersection, $v$ the $y$ coordinate.
  
--- 150,156 ----
  	perturbations of the unit square in the $z=0$ plane, and is
  	rendered as a surface tessellated by right isosceles triangles.
  \end{defprim}
! See Appendix C for a discussion of the format of a height field file.
  Height field inverse mapping is straight-forward:  $u$ is the
  $x$ coordinate of the point of intersection, $v$ the $y$ coordinate.
  
diff -c Doc/Guide/options.tex Doc/Guide/options.tex
*** Doc/Guide/options.tex	Tue Mar  1 03:17:32 1994
--- Doc/Guide/options.tex	Sun Feb  9 22:04:03 1992
***************
*** 218,233 ****
  This option is provided to facilitate changing and/or examining a
  small portion of an image without having to re-render the entire
  image.
- 
- \begin{defkey}{-z}{{\em filename}}
- 	Generate a Range Map (i.e., Z buffer).
- \end{defkey}
- This option creates a range image, where pixel values are not intensities
- but the floating point {\em distance} to the nearest object imaged at
- that pixel (see Appendix D for details).  Three output formats are
- available, use the filename suffix to select it:
- \begin{tabular}{ll}
- {\tt .hf} & Heightfield Format (default) \\
- {\tt .txt} & Text Format \\
- {\tt .etxt} & Expanded Text Format
- \end{tabular}
--- 218,220 ----
diff -c Doc/Guide/running.tex Doc/Guide/running.tex
*** Doc/Guide/running.tex	Tue Mar  1 01:12:53 1994
--- Doc/Guide/running.tex	Sun Feb  9 22:04:15 1992
***************
*** 5,12 ****
  time required is a function of the speed of the
  machine(s) on which
  you're working, the complexity of the scene, and how ``good'' you want
! the final image to be.  % \footnote{Appendix D describes some simple
! % ways to accelerate the rendering process.} -- NONEXISTANT!! (mwm)
  
  Creating a finished ray-traced image is an iterative process.  Usually, many
  test renderings are made at low resolution and with
--- 5,12 ----
  time required is a function of the speed of the
  machine(s) on which
  you're working, the complexity of the scene, and how ``good'' you want
! the final image to be.  \footnote{Appendix D describes some simple
! ways to accelerate the rendering process.}
  
  Creating a finished ray-traced image is an iterative process.  Usually, many
  test renderings are made at low resolution and with
***************
*** 180,188 ****
  {\em Right} and {\em top} must be less than or equal to one.
  If {\em left} is greater than {\em right}, the two values are
  swapped, and similarly for {\em bottom} and {\em top}.
- 
- The Range Map or {\em Z Buffer} output file (see Appendix D) will also obey
- the {\tt screen}, {\tt window} and {\tt crop} commands.  
  
  {\em Gamma correction} may also be applied to the three output color
  channels.  See Appendix A for more details.
--- 180,185 ----
