:orphan:

=====================
TKE_Rendering_Options
=====================

Opcode
======

.. csv-table::

	"ASCII", "R"
	"Hexadecimal", "52"
	"Decimal", "82"


Operands
========

| Variable mask, Variable value,
| [Byte hsr] [Byte tech_quant] [Long face_displacement],
| [Long lock_mask, Long lock_value,
| [Long color_lock_mask,   Long color_lock_value],
| [Long visibility_lock_mask,   Long visibility_lock_value]],
| [(2)xFloat fog_limits] [Long debug]
| [Float stereo_separation]
| [Byte buffer_options_mask,   Byte buffer_options_value,
| [Long buffer_size_limit]]
| [Variable hidden_line_options,  [Long hidden_line_pattern],  
| [Float hidden_line_dim_factor],  [Float hidden_line_face_displacement]]
| [Variable nurbs_options_mask,  Variable nurbs_options_value,
| [Long nurbs_curve_budget],  [Long nurbs_curve_continued_budget],
| [Long nurbs_surface_budget],  [Long nurbs_surface_trim_budget],  
| [Float nurbs_surface_max_trim_curve_deviation],  [Float nurbs_surface_max_facet_angle],  
| [Float nurbs_surface_max_facet_deviation],  [Float nurbs_surface_max_facet_width]]
| [Long LOD_options_mask, Long LOD_options_value,
| [Byte LOD_algorithm],  [(6)xFloat LOD_explicit_bounding],  
| [Byte LOD_num_cutoffs,   (LOD_num_cutoffs)xFloat LOD_cutoffs],
| [Byte LOD_clamp],  [Byte LOD_fallback],  [Long LOD_max_degree],  
| [Long LOD_min_triangle_count],  [Byte LOD_num_levels],
| [Byte LOD_num_ratios,   (LOD_num_ratios)xFloat LOD_ratios],
| [Byte LOD_num_thresholds,   (LOD_num_thresholds)xFloat LOD_thresholds,   Byte LOD_threshold_type],
| [Byte LOD_heuristic]]
| [Byte tessellation_options,
| [Byte tess_num_cylinder,   (tess_num_cylinder)xLong tess_cylinder]]
| [Variable transparency_options,
| [Byte depth_peeling_layers],  [Float depth_peeling_min_area]]
| [Byte cut_geometry_options,
| [Byte cut_geometry_level],  [Byte cut_geometry_tolerance],  [Byte cut_geometry_match]]
| [(2)xFloat depth_range]
| [Byte mask_transform]
| [(2)xFloat image_scale]
| [Variable simple_shadow_options,
| [(4)xFloat shadow_plane],  [(3)xFloat shadow_light],  
| [(3)xByte shadow_color],  [Byte shadow_blur],  
| [Word shadow_resolution],  [Float shadow_opacity]],
| [Byte geometry_options,  [Float hard_edge_angle]],
| [(3)xByte image_tint],
| [Long general_displacement], [Long join_cutoff_angle] [(4)xFloat screen_range]
| [Byte display_list_level]

.. raw:: html

	<table BORDER =1 WIDTH="530">
	  <tr> 
		<td height=21 width=131>mask</TD>
		<td height=21 width=390>bitmask of options which are specified, <strong>Long</strong>, 
		  if high bit set a second <strong>Long</strong> follows</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>value</TD>
		<td height=21 width=390>bitmask of options which are set <em>on</em>, 
		  <strong>Long</strong>, if high bit of mask set a second <strong>Long</strong> 
		  follows</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>hsr</TD>
		<td height=21 width=390>combination of hsr (low nibble) and transparent 
		  hsr (high nibble) enums</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>tech_quant</TD>
		<td height=21 width=390>combination of technology and quantization bitmasks</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>face_displacement</TD>
		<td height=21 width=390>displacement applied to "push back" surfaces so 
		  associated edges may be seen more clearly</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>lock_mask</TD>
		<td height=21 width=390>bitmask showing which attribute types are having 
		  their lock setting changed</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>lock_value</TD>
		<td height=21 width=390>bitmask showing which of those attribute settings 
		  are going to "locked"</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>color_lock_mask</TD>
		<td height=21 width=390>bitmask showing which <A href="geometry_table.html">geometries</A> 
		  are having their color lock settings changed</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>color_lock_value</TD>
		<td height=21 width=390>bitmask showing which of those color settings 
		  are going to "locked"</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>visibility_lock_mask</TD>
		<td height=21 width=390>bitmask showing which <A href="geometry_table.html">geometries</A> 
		  are having their visibility lock settings changed</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>visibility_lock_value</TD>
		<td height=21 width=390>bitmask showing which of those visibility settings 
		  are going to "locked"</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>fog_limits</TD>
		<td height=21 width=390>near and far limits of depth cueing (relative 
		  to camera position)</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>stereo_separation</TD>
		<td height=21 width=390>offset angle (in degrees) from view axis for each 
		  eye in a stereo view</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>buffer_options_mask</TD>
		<td height=21 width=390>bitmask showing which software frame buffer options 
		  are being changed</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>buffer_options_value</TD>
		<td height=21 width=390>bitmask showing which buffer options are being 
		  set to "on"</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>buffer_size_limit</TD>
		<td height=21 width=390>size limit for buffer</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>hidden_line_options</TD>
		<td height=21 width=390>bitmask showing which hidden linde options are 
		  set, <STRING>Byte</strong>. If high bit set, a second <STRING>Byte</strong> 
		  follows.</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>hidden_line_pattern</TD>
		<td height=21 width=390>pattern used to draw the "hidden" lines</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>hidden_line_dim_factor</TD>
		<td height=21 width=390>color dimming factor for the "hidden" lines</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>hidden_line_face_displacement</TD>
		<td height=21 width=390>face displacement used when doing hidden line 
		  calculations</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_options_mask</TD>
		<td height=21 width=390>bitmask indicating which NURBS curve/surface options 
		  are being changed, <STRING>Byte</strong>. If high bit set, a second 
		  <STRING>Byte</strong> follows.</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_options_value</TD>
		<td height=21 width=390>bitmask indications which NURBS options are set 
		  "on", <STRING>Byte</strong>. If high bit set, a second <STRING>Byte</strong> 
		  follows.</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_curve_budget</TD>
		<td height=21 width=390>number of points to generate along a NURBS curve</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_curve_continued_budget</TD>
		<td height=21 width=390>additional points generated per control point 
		  beyonf one over the degree of the curve</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_surface_budget</TD>
		<td height=21 width=390>maximum number of points to generate on the NURBS 
		  surface</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_surface_trim_budget</TD>
		<td height=21 width=390>number of points to generate along NURBS trimming 
		  curves</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_surface_max_trim_curve_deviation</TD>
		<td height=21 width=390>Distance, in the NURBS Surface's normalized [0..1] 
		  parametric space, of trim curve vertices from the parametric definition 
		  of the trimming curve.</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_surface_max_facet_angle</TD>
		<td height=21 width=390>The largest angle allowed between the surface 
		  tangents evaluated at any two corners of a given facet. Expressed in 
		  degrees.</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_surface_max_facet_deviation</TD>
		<td height=21 width=390>Distance, in object space, of the tessellation 
		  to the parametric definition of the surface.</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>nurbs_surface_max_facet_width</TD>
		<td height=21 width=390>The largest allowable length, in the NURBS Surface's 
		  normalized [0..1] parametric space, of any facet's edge. </TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_options_mask</TD>
		<td height=21 width=390>bitmask indicating which Level Of Detail options 
		  which are being changed</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_options_value</TD>
		<td height=21 width=390>bitmask indication which LOD options are being 
		  set "on"</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_algorithm</TD>
		<td height=21 width=390>indicates the preferred choice of LOD generation</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_explicit_bounding</TD>
		<td height=21 width=390>specific bounding volume used with some LOD choices</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_num_cutoffs</TD>
		<td height=21 width=390>number of cutoff settings</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_cutoffs</TD>
		<td height=21 width=390>minimum limits for generating a LOD at each level</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_clamp</TD>
		<td height=21 width=390>selects a specific LOD level for display</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_fallback</TD>
		<td height=21 width=390>indicates what (if anything) to draw when the 
		  desired LOD level is not present</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_max_degree</TD>
		<td height=21 width=390>maximum number of edges to connect to a vertex 
		  in a generated LOD</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_min_triangle_count</TD>
		<td height=21 width=390>lower bound on the number of triangles worth generating 
		  as a LOD</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_num_levels</TD>
		<td height=21 width=390>number of LOD levels to compute</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_num_ratios</TD>
		<td height=21 width=390>number of ratios specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_ratios</TD>
		<td height=21 width=390>ratios of the number of triangles between a LOD 
		  level and the previous level</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_num_thresholds</TD>
		<td height=21 width=390>number of threshold setting</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_thresholds</TD>
		<td height=21 width=390>limits on triangle density before switching to 
		  a lower LOD during display</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_threshold_type</TD>
		<td height=21 width=390>units specifying triangle density (not present 
		  previous to file version 9.08)</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>LOD_heuristic</TD>
		<td height=21 width=390>indicates method used to determine when a LOD 
		  should not be generated</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>tessellation_options</TD>
		<td height=21 width=390>indicates which tessellation options are set</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>tess_num_cylinder</TD>
		<td height=21 width=390>number of cylinder tessellation settings</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>tess_cylinder</TD>
		<td height=21 width=390>tessellation limits for cylinder display at various 
		  LOD levels</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>transparency_options</TD>
		<td height=21 width=390>one Byte, second Byte if high bit set. preferred 
		  means of handling transparent geometry (low nibble) and flags for other 
		  options</TD>
	  </tr>
	  <tr> 
		<td height="21" width="131">depth_peeling_layers</td>
		<td height="21" width="390">maximum number of transparent layers when 
		  using depth peeling. present if 0x01 bit set in <em>transparency_options</em></td>
	  </tr>
	  <tr> 
		<td height="21" width="131">depth_peeling_min_area</td>
		<td height="21" width="390">minimum area affected by a depth peeling pass 
		  to continue processing more layers; positive value is treated as a percentage 
		  of the current screen area, negative as a specifi number of pixels. 
		  present if 0x01 bit set in <em>transparency_options</em></td>
	  </tr>
	  <tr> 
		<td height=21 width=131>cut_geometry_options</TD>
		<td height=21 width=390>options controlling the generation of capping 
		  faces when geometry is affected by cutting planes</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>cut_geometry_level</TD>
		<td height=21 width=390>controls how geometry is collected for processing 
		  for capping faces</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>cut_geometry_tolerance</TD>
		<td height=21 width=390>tolerance for closing loops when processing capping 
		  faces. negative value indicates value is a percentage of current view 
		  (camera field) instead of object units</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>depth_range</TD>
		<td height=21 width=390>restricts placement of drawing into z-buffer range</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>mask_transform</TD>
		<td height=21 width=390>attempts to override parts of the inherited modelling 
		  and camera transforms</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>image_scale</TD>
		<td height=21 width=390>scaling factors applied to size of images</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>simple_shadow_options</TD>
		<td height=21 width=390>bitmask controlling which simple shadow settings 
		  are present. a second byte follows if the high bit is set</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>shadow_plane</TD>
		<td height=21 width=390>shadow projection plane</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>shadow_light</TD>
		<td height=21 width=390>direction to simulated light for shadow projection</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>shadow_color</TD>
		<td height=21 width=390>color of shadow</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>shadow_blur</TD>
		<td height=21 width=390>number of blurring steps to soften shadow</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>shadow_resolution</TD>
		<td height=21 width=390>size of texture image used for shadow processing</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>shadow_opacity</TD>
		<td height=21 width=390>basic opacity of the shadow, range of 0-1 inclusive</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>geometry_options</TD>
		<td height=21 width=390>miscellaneous options affecting geometry</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>hard_edge_angle</TD>
		<td height=21 width=390>angle specifying limit of sharpness of hard edges</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>image_tint</TD>
		<td height=21 width=390>color used to tint any images</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>general_displacement</TD>
		<td height=21 width=390>Z displacement applied to all geometry</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>join_cuttof_angle</TD>
		<td height=21 width=390>angle at which to force mitered line joins to 
		  be beveled (aka miter limit)</TD>
	  </tr>
	  <tr> 
		<td height=21 width=131>screen_range</td>
		<td height=21 width=390>portion of current window to remap drawing</td>
	  </tr>
	  <tr> 
		<td height="21" width="131"> display_list_level</td>
		<td height="21" width="390"> level to which items are collected into display 
		  lists</td>
	  </tr>
	  <tr> 
		<td height="21" width="131"> stereo_distance</td>
		<td height="21" width="390"> distance between camera position and the 
		  stereo focal plane. Zero means the focal plane is at the camera target</td>
	  <tr> 
		<td height="21" width="131"> shadow_map_flags</td>
		<td height="21" width="390"> a bit field to set various aspects of shadow 
		  maps </td>
	  <tr> 
		<td height="21" width="131"> shadow_map_resolution</td>
		<td height="21" width="390"> The width and height of shadow maps to be 
		  generated. This value will be clamped up/down to 512, 1024 or 2048 </td>
	  <tr> 
		<td height="21" width="131"> shadow_map_samples</td>
		<td height="21" width="390"> The number of locations in the shadow map 
		  used to determine the percentage value of light received by a pixel 
		  in the rendered scene. </td>
	  <tr> 
		<td height="21" width="131"> simple_reflection_flags</td>
		<td height="21" width="390"> a bit field to set various aspects of simple 
		  reflections </td>
	  <tr> 
		<td height="21" width="131"> simple_reflection_plane</td>
		<td height="21" width="390"> the plane onto which the reflection should 
		  be projected</td>
	  <tr> 
		<td height="21" width="131"> simple_reflection_blur</td>
		<td height="21" width="390"> An integer between 1 and 31 indicating the 
		  level of blurring (softening) that is applied to the reflection</td>
	  <tr> 
		<td height="21" width="131"> simple_reflection_attenuation</td>
		<td height="21" width="390"> the orthogonal distances (in world space) 
		  from the reflection plane to the parallel hither and yon planes between 
		  which reflections linearly interpolate between fully transparent and 
		  fully opaque.</td>
	  <tr> 
		<td height="21" width="131"> ambient_up_vector</td>
		<td height="21" width="390"> the reference vector for ambient light. Ambient 
		  light can be specified as a linear interpolation between an up color 
		  and down color. HOOPS 3dgs supports this as part of its lighting model, 
		  but graphics systems that are unable to do so can simply take an average 
		  of the up and down colors.</td>
	  </tr>
	  <tr> 
		<td height="21" width="131"> gooch_color_range</td>
		<td height="21" width="390"> the index of the "warm" color, followed by 
		  the index of the "cold" color. Color indices are interpolated across 
		  that range depending on the surface normal orientation with respect 
		  to the light(s). Ignored if lighting interpolation is set to something 
		  other than gooch.</td>
	  </tr>
	  <tr> 
		<td height="21" width="131"> gooch_diffuse_weight</td>
		<td height="21" width="390"> the relative weight of standard lighting 
		  relative to the non-photorealistic component as specified in the paper 
		  by Gooch et al. Ignored if lighting interpolation is set to something 
		  other than gooch.</td>
	  </tr>
	</table>
	
	
Notes
=====

Rendering options control miscellaneous display options. For the specific definitions of what these values mean in HOOPS/3dGS please refer to the ``Set_Rendering_Options`` specification in the 3dGS Reference Manual.

Mask/value bits
---------------

.. raw:: html

	<table BORDER =1 WIDTH="550">
	  <TR> 
		<TD height=21 width=50>00000001</TD>
		<TD height=21 width=390>Texture interpolation of faces</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000002</td>
		<td WIDTH=390 HEIGHT=21>Texture interpolation of edges</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000004</td>
		<td WIDTH=390 HEIGHT=21>Texture interpolation of vertices</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000008</td>
		<td WIDTH=390 HEIGHT=21>Color interpolation of faces</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000010</td>
		<td WIDTH=390 HEIGHT=21>Color interpolation of edges</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000020</td>
		<td WIDTH=390 HEIGHT=21>Color interpolation of vertices</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000040</td>
		<td WIDTH=390 HEIGHT=21>Color index interpolation of faces</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000080</td>
		<td WIDTH=390 HEIGHT=21>Color index interpolation of edges</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000100</td>
		<td WIDTH=390 HEIGHT=21>Lighting interpolation for faces is gouraud</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000200</td>
		<td WIDTH=390 HEIGHT=21>Lighting interpolation for faces is phong</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000400</td>
		<td WIDTH=390 HEIGHT=21>Lighting interpolation for edges is gouraud</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000800</td>
		<td WIDTH=390 HEIGHT=21>Lighting interpolation for edges is phong</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00001000</td>
		<td WIDTH=390 HEIGHT=21>Hidden surface algorithm specified, <em>hsr</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00002000</td>
		<td WIDTH=390 HEIGHT=21>Hidden surface algorithm for transparent items 
		  specified, <em>hsr</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00004000</td>
		<td WIDTH=390 HEIGHT=21>Local viewer</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00008000</td>
		<td WIDTH=390 HEIGHT=21>Perspective Correction</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00010000</td>
		<td WIDTH=390 HEIGHT=21>Display Lists, <em>display_list_level</em> present 
		  if <em>on starting with version 15.15</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00020000</td>
		<td WIDTH=390 HEIGHT=21>Debug, <em>debug</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00040000</td>
		<td WIDTH=390 HEIGHT=21>Technology, <em>tech_quant</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00080000</td>
		<td WIDTH=390 HEIGHT=21>Quantization, <em>tech_quant</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00100000</td>
		<td WIDTH=390 HEIGHT=21>Attribute Locks, <em>lock_mask</em> and <em>lock_value</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00200000</td>
		<td WIDTH=390 HEIGHT=21>Face Displacement, <em>face_displacement</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00400000</td>
		<td WIDTH=390 HEIGHT=21>Fog, <em>fog_limits</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00800000</td>
		<td WIDTH=390 HEIGHT=21>Buffer Options, <em>buffer_options_mask</em> & 
		  <em>buffer_options_value</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>01000000</td>
		<td WIDTH=390 HEIGHT=21>Hidden Line Options, <em>hidden_line_options</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>02000000</td>
		<td WIDTH=390 HEIGHT=21>LODs desired</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>04000000</td>
		<td WIDTH=390 HEIGHT=21>LOD Options, <em>LOD_options_mask</em> & <em>LOD_options_value</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>08000000</td>
		<td WIDTH=390 HEIGHT=21>NURBS Curve Options, <em>nurbs_options_mask</em> 
		  & <em>nurbs_options_value</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>10000000</td>
		<td WIDTH=390 HEIGHT=21>NURBS Surface Options, <em>nurbs_options_mask</em> 
		  & <em>nurbs_options_value</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>20000000</td>
		<td WIDTH=390 HEIGHT=21>Stereo Requested</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>40000000</td>
		<td WIDTH=390 HEIGHT=21>Stereo Separation, <em>stereo_separation</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>80000000</td>
		<td WIDTH=390 HEIGHT=21>Extended, <em>mask</em> & <em>value</em> are extended 
		  with an extra <strong>Long</strong> if <em>on</em></td>
	  </tr>
	</table>


Mask/value extended bits
------------------------

.. raw:: html

	<table BORDER =1 WIDTH="550">
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000001</td>
		<td WIDTH=390 HEIGHT=21>Tessellations, <em>tessellation_options</em> present 
		  if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000002</td>
		<td WIDTH=390 HEIGHT=21>Transparency style, <em>transparency</em> present 
		  if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000004</td>
		<td WIDTH=390 HEIGHT=21>Hardware acceleration for transparency requested 
		  if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000008</td>
		<td WIDTH=390 HEIGHT=21>Options for processing geometry cuts info capping 
		  faces, <em>cut_geometry_options</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000010</td>
		<td WIDTH=390 HEIGHT=21>Z-buffer depth range mapping, <em>depth_range</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000020</td>
		<td WIDTH=390 HEIGHT=21>Transform masking control, <em>mask_transform</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000040</td>
		<td WIDTH=390 HEIGHT=21>Image scaling, <em>image_scale</em> present if 
		  <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000080</td>
		<td WIDTH=390 HEIGHT=21>Local Cutting Planes, cutting planes in the current 
		  segment or below only affect geometry at or below their position instead 
		  of affecting the whole scene if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000100</td>
		<td WIDTH=390 HEIGHT=21>Simple shadow, <em>simple_shadow_options</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000200</td>
		<td WIDTH=390 HEIGHT=21>Geometry Options, <em>geometry_options</em> present 
		  if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000400</td>
		<td WIDTH=390 HEIGHT=21>Image Tint, <em>image_tint</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000800</td>
		<td WIDTH=390 HEIGHT=21>Isolines, color index interpolation of faces draws 
		  only the isolines</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00001000</td>
		<td WIDTH=390 HEIGHT=21>Force Grayscale, colors should be replaced with 
		  the nearest gray value</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00002000</td>
		<td WIDTH=390 HEIGHT=21>Transparency Options, <em>transparency_options</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00004000</td>
		<td WIDTH=390 HEIGHT=21>General Displacement, <em>general_displacement</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00008000</td>
		<td WIDTH=390 HEIGHT=21>Join Cutoff Angle, <em>join_cutoff_angle</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td height="21" width="50">00010000</td>
		<td height="21" width="390">Screen Range, <em>screen_range</em> present 
		  if <em>on</em></td>
	  </tr>
	  <tr> 
		<td height="21" width="50">00020000</td>
		<td height="21" width="390">Stereo Distance, <em>stereo_distance</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td height="21" width="50">00040000</td>
		<td height="21" width="390">Shadow Map, <em>shadow_map</em> present if 
		  <em>on</em></td>
	  </tr>
	  <tr> 
		<td height="21" width="50">00080000</td>
		<td height="21" width="390">Simple Reflection, <em>simple_reflection</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td height="21" width="50">00100000</td>
		<td height="21" width="390">Ambient Up Vector, <em>ambient_up_vector</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td height="21" width="50">00200000</td>
		<td height="21" width="390">Gooch Color Range, <em>gooch_color_range</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td height="21" width="50">00400000</td>
		<td height="21" width="390">Gooch Diffuse Weight, <em>gooch_diffuse_weight</em> 
		  present if <em>on</em></td>
	  </tr>
	</table>
	
	
HSR algorithms
--------------

.. raw:: html

	<table BORDER =1 WIDTH="250">
	  <TR> 
		<TD height=21 width=50>0</TD>
		<TD height=21 width=390>Hardware</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>1</td>
		<td WIDTH=390 HEIGHT=21>Software Z Buffer</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>2</td>
		<td WIDTH=390 HEIGHT=21>Painter's</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>3</td>
		<td WIDTH=390 HEIGHT=21>Z-Sort</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>4</td>
		<td WIDTH=390 HEIGHT=21>Priority</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>5</td>
		<td WIDTH=390 HEIGHT=21>Spider Web</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>6</td>
		<td WIDTH=390 HEIGHT=21>Hidden Line</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>7</td>
		<td WIDTH=390 HEIGHT=21>None (used with transparency)</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>8</td>
		<td WIDTH=390 HEIGHT=21>Fast Hidden Line</td>
	  </tr>
	</table>


Technology and quantization bits
--------------------------------

.. raw:: html

	<table BORDER =1 WIDTH="250">
	  <TR> 
		<TD height=21 width=50>01</TD>
		<TD height=21 width=390>Standard Technology</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>02</td>
		<td WIDTH=390 HEIGHT=21>Software Frame Buffer</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>04</td>
		<td WIDTH=390 HEIGHT=21>Radiosity</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>08</td>
		<td WIDTH=390 HEIGHT=21>Ray-trace</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>10</td>
		<td WIDTH=390 HEIGHT=21>Threshold Quantization</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>20</td>
		<td WIDTH=390 HEIGHT=21>Dither</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>40</td>
		<td WIDTH=390 HEIGHT=21>Error Diffusion</td>
	  </tr>
	</table>


Attribute lock bits
-------------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <TR> 
		<TD height=21 width=50>00000001</TD>
		<TD height=21 width=390>Callbacks</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000002</td>
		<td WIDTH=390 HEIGHT=21>Camera</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000004</td>
		<td WIDTH=390 HEIGHT=21>Color, <em>color_lock_mask</em> and <em>color_lock_value</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000008</td>
		<td WIDTH=390 HEIGHT=21>Color Map</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000010</td>
		<td WIDTH=390 HEIGHT=21>Driver</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000020</td>
		<td WIDTH=390 HEIGHT=21>Driver Options</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000040</td>
		<td WIDTH=390 HEIGHT=21>Edge Pattern</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000080</td>
		<td WIDTH=390 HEIGHT=21>Edge Weight</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000100</td>
		<td WIDTH=390 HEIGHT=21>Face Pattern</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000200</td>
		<td WIDTH=390 HEIGHT=21>Handedness</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000400</td>
		<td WIDTH=390 HEIGHT=21>Heuristics</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00000800</td>
		<td WIDTH=390 HEIGHT=21>Line Pattern</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00001000</td>
		<td WIDTH=390 HEIGHT=21>Line Weight</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00002000</td>
		<td WIDTH=390 HEIGHT=21>Marker Size</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00004000</td>
		<td WIDTH=390 HEIGHT=21>Marker Symbol</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00008000</td>
		<td WIDTH=390 HEIGHT=21>Metafile</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00010000</td>
		<td WIDTH=390 HEIGHT=21>Modelling Matrix</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00020000</td>
		<td WIDTH=390 HEIGHT=21>Rendering Options</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00040000</td>
		<td WIDTH=390 HEIGHT=21>Selectability</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00080000</td>
		<td WIDTH=390 HEIGHT=21>Styles</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00100000</td>
		<td WIDTH=390 HEIGHT=21>Text Alignment</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00200000</td>
		<td WIDTH=390 HEIGHT=21>Text Font</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00400000</td>
		<td WIDTH=390 HEIGHT=21>Text Path</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>00800000</td>
		<td WIDTH=390 HEIGHT=21>Text Spacing</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>01000000</td>
		<td WIDTH=390 HEIGHT=21>User Options</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>02000000</td>
		<td WIDTH=390 HEIGHT=21>User Value</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>04000000</td>
		<td WIDTH=390 HEIGHT=21>Texture Matrix</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>08000000</td>
		<td WIDTH=390 HEIGHT=21>Visibility, <em>visibility_lock_mask</em> and 
		  <em>visibility_lock_value</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>10000000</td>
		<td WIDTH=390 HEIGHT=21>Window</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>20000000</td>
		<td WIDTH=390 HEIGHT=21>Window Frame</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>40000000</td>
		<td WIDTH=390 HEIGHT=21>Window Pattern</td>
	  </tr>
	</table>


Buffer options
--------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>0x01</TD>
		<td height=21 width=390>Buffer Size Limit, <em>buffer_size_limit</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x02</TD>
		<td height=21 width=390>Buffer should be retained</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x04</TD>
		<td height=21 width=390>Buffer color depth should match device</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x08</TD>
		<td height=21 width=390>Buffer color depth should be full RGB</TD>
	  </tr>
	</table>


Hidden line options
-------------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>0x0001</TD>
		<td height=21 width=390>Hidden Lines are Visible</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0002</TD>
		<td height=21 width=390>Hidden Lines are Not Visible</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0004</TD>
		<td height=21 width=390>Hidden lines drawn with a Pattern, <em>hidden_line_pattern</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0008</TD>
		<td height=21 width=390>Hidden Line Face Displacement, <em>hidden_line_face_displacement</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0010</TD>
		<td height=21 width=390>Hidden Lines drawn with a Dimmed Color, <em>hidden_line_dim_factor</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0020</TD>
		<td height=21 width=390>Attempt to draw faces here also if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0040</TD>
		<td height=21 width=390>Do not draw faces here if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0080</TD>
		<td height=21 width=390>Extended, <em>hidden_line_options</em> is extended 
		  with an extra <strong>Byte</strong> if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0100</TD>
		<td height=21 width=390>Attempt silhouette edge cleanup if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0200</TD>
		<td height=21 width=390>Do not do silhouette edge cleanup if <em>on</em></TD>
	  </tr>
	</table>


LOD options
-----------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>0x00000001</TD>
		<td height=21 width=390>Conserve Memory</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000002</TD>
		<td height=21 width=390>Screen Space</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000004</TD>
		<td height=21 width=390>Physical</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000008</TD>
		<td height=21 width=390>Tolerance is specified as FRU</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000010</TD>
		<td height=21 width=390>Tolerance is specified as ORU</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000020</TD>
		<td height=21 width=390>LODs should be generated as a Preprocess step</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000040</TD>
		<td height=21 width=390>Bounding volume calculations should use the current 
		  bounding volume</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000080</TD>
		<td height=21 width=390>Bounding volume is given explicitly</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000100</TD>
		<td height=21 width=390>Ratios are specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000200</TD>
		<td height=21 width=390>Thresholds are specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000400</TD>
		<td height=21 width=390>Min Triangle Count is specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00000800</TD>
		<td height=21 width=390>Clamp level is specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00001000</TD>
		<td height=21 width=390>Num Levels is specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00002000</TD>
		<td height=21 width=390>Max_Degree is specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00004000</TD>
		<td height=21 width=390>Tolerance is specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00008000</TD>
		<td height=21 width=390>Usefulness Heuristic is specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00010000</TD>
		<td height=21 width=390>Calculation Cutoffs are specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00020000</TD>
		<td height=21 width=390>Fallback method is specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00040000</TD>
		<td height=21 width=390>Duplicate vertices should be collapsed into a 
		  single vertex</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00080000</TD>
		<td height=21 width=390>Algorithm for LOD generaation is specified</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x00100000</TD>
		<td height=21 width=390>LOD mode is set, segment level if matching value 
		  bit is set, geometry level if not</TD>
	  </tr>
	</table>
	
	
LOD threshold units
-------------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>1</TD>
		<td height=21 width=390>Triangles per square pixel</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>2</TD>
		<td height=21 width=390>Triangles per square centimeter</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>3</TD>
		<td height=21 width=390>Percentage of display area</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>4</TD>
		<td height=21 width=390>World-Space distance from the camera position</TD>
	  </tr>
	</table>


LOD algorithms
--------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>1</TD>
		<td height=21 width=390>Fast Algorithm</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>2</TD>
		<td height=21 width=390>Nice Algorithm</TD>
	  </tr>
	</table>


LOD fallback heuristic choices
------------------------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>0</TD>
		<td height=21 width=390>bounding diagonal</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>1</TD>
		<td height=21 width=390>bounding diagonal per triangle</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>2</TD>
		<td height=21 width=390>bounding diagonal ratio</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>3</TD>
		<td height=21 width=390>bounding diagonal ratio per triangle</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>4</TD>
		<td height=21 width=390>bounding volume</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>5</TD>
		<td height=21 width=390>bounding volume per triangle</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>6</TD>
		<td height=21 width=390>bounding volume ratio</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>7</TD>
		<td height=21 width=390>bounding volume ratio per triangle</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>8</TD>
		<td height=21 width=390>triangle size</TD>
	  </tr>
	</table>


LOD fallback choices
--------------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>0</TD>
		<td height=21 width=390>None</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>1</TD>
		<td height=21 width=390>Bounding Box</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>2</TD>
		<td height=21 width=390>Coarsest LOD</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>3</TD>
		<td height=21 width=390>Coarsest LOD or None</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>4</TD>
		<td height=21 width=390>Coarsest LOD or Bounding Box</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>5</TD>
		<td height=21 width=390>Bounding Box or None</TD>
	  </tr>
	</table>


NURBS options
-------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>0x01</TD>
		<td height=21 width=390>NURBS Curve Budget, <em>nurbs_curve_budget</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x02</TD>
		<td height=21 width=390>NURBS Curve Continued Budget, <em>nurbs_curve_continued_budget</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x04</TD>
		<td height=21 width=390>NURBS Curve View Dependent Tessellation</TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x10</TD>
		<td height=21 width=390>NURBS Surface Budget, <em>nurbs_surface_budget</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x20</TD>
		<td height=21 width=390>NURBS Surface Trim Budget, <em>nurbs_surface_trim_budget</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x40</TD>
		<td height=21 width=390>NURBS Surface Max Trim Curve Deviation, <em>nurbs_surface_max_trim_curve_deviation</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x80</TD>
		<td height=21 width=390>Extended, <em>nurbs_options_mask</em> & <em>nurbs_options_value</em> 
		  are extended with an extra <strong>Byte</strong> if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0100</TD>
		<td height=21 width=390>NURBS Surface Max Facet Angle, <em>nurbs_surface_max_facet_angle</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0200</TD>
		<td height=21 width=390>NURBS Surface Max Facet Deviation, <em>nurbs_surface_max_facet_deviation</em> 
		  present if <em>on</em></TD>
	  </tr>
	  <tr> 
		<td height=21 width=50>0x0400</TD>
		<td height=21 width=390>NURBS Surface Max Facet Width, <em>nurbs_surface_max_facet_width</em> 
		  present if <em>on</em></TD>
	  </tr>
	</table>


Tesselation options
-------------------

.. raw:: html

	<table BORDER =1 WIDTH="540">
	  <tr> 
		<td height=21 width=50>0x01</TD>
		<td height=21 width=390>Cylinder, <em>tess_num_cylinder</em> & <em>tess_cylinder</em> 
		  present if <em>on</em></TD>
	  </tr>
	</table>
	
	
Transparency style
------------------

.. raw:: html

	<table BORDER =1 WIDTH="500">
	  <TR> 
		<TD height=21 width=50>0</TD>
		<TD height=21 width=390>Transparency should be ignored</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>1</td>
		<td WIDTH=390 HEIGHT=21>Transparency should be drawn normally</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>2</td>
		<td WIDTH=390 HEIGHT=21>Transparency should be drawn preferrring speed 
		  over quality, for exampe, using a transparent stipple ("screen door") 
		  pattern</td>
	  </tr>
	</table>


Cut geometry options
--------------------

.. raw:: html

	<table BORDER =1 WIDTH="500">
	  <TR> 
		<TD height=21 width=50>0x01</TD>
		<TD height=21 width=390>Accumulation level for cut geometry processing, 
		  <em>cut_geometry_level</em> present if <en>on</em></TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x02</td>
		<td WIDTH=390 HEIGHT=21>Tolerance for cut geometry loop closure, <em>cut_geometry_tolerance</em> 
		  present if <en>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x04</td>
		<td WIDTH=390 HEIGHT=21>Controls how color of cut geometry should match 
		  the faces/edges, <em>cut_geometry_match</em> present if <en>on</em></td>
	  </tr>
	</table>


Cut geometry levels
-------------------

.. raw:: html

	<table BORDER =1 WIDTH="500">
	  <TR> 
		<TD height=21 width=50>0</TD>
		<TD height=21 width=390>Entity -- each shell will be processed invividually</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>1</td>
		<td WIDTH=390 HEIGHT=21>Segment -- all shells in a segment will be processed 
		  together</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>2</td>
		<td WIDTH=390 HEIGHT=21>Segment Tree -- all shells in the current segment 
		  and all subsegments will be processed together.</td>
	  </tr>
	</table>


Cut geometry color matching
---------------------------

.. raw:: html

	<table BORDER =1 WIDTH="500">
	  <TR> 
		<TD height=21 width=50>0</TD>
		<TD height=21 width=390>Off -- use explicit colors</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>1</td>
		<td WIDTH=390 HEIGHT=21>Current -- match the face/edge color in effect 
		  where the cut geometry is generated</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>2</td>
		<td WIDTH=390 HEIGHT=21>First -- match the colors of the first geometry 
		  item processed while generating cut geometry</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>3</td>
		<td WIDTH=390 HEIGHT=21>Last -- match the colors of the last geometry 
		  item processed while generating cut geometry</td>
	  </tr>
	</table>


Mask transform
--------------

.. raw:: html

	<table BORDER =1 WIDTH="500">
	  <TR> 
		<TD height=21 width=50>0x01</TD>
		<TD height=21 width=390>Camera rotation</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x02</td>
		<td WIDTH=390 HEIGHT=21>Camera scale</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x04</td>
		<td WIDTH=390 HEIGHT=21>Camera translation</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x08</td>
		<td WIDTH=390 HEIGHT=21>Camera perspective (scaling)</td>
	  </tr>
	  <TR> 
		<TD height=21 width=50>0x10</TD>
		<TD height=21 width=390>Modelling rotation</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x20</td>
		<td WIDTH=390 HEIGHT=21>Modelling scale</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x40</td>
		<td WIDTH=390 HEIGHT=21>Modelling translation</td>
	  </tr>
	</table>


Simple shadow
-------------

.. raw:: html

	<table BORDER =1 WIDTH="500">
	  <TR> 
		<TD height=21 width=50>0x0001</TD>
		<TD height=21 width=390>Shadow on</TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x0002</td>
		<td WIDTH=390 HEIGHT=21>Shadow off</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x0004</td>
		<td WIDTH=390 HEIGHT=21>Shadow plane, <em>shadow_plane</em> present if 
		  <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x0008</td>
		<td WIDTH=390 HEIGHT=21>Shadow light, <em>shadow_light</em> present if 
		  <em>on</em></td>
	  </tr>
	  <TR> 
		<TD height=21 width=50>0x0010</TD>
		<TD height=21 width=390>Shadow color, <em>shadow_color</em> present if 
		  <em>on</em></TD>
	  </TR>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x0020</td>
		<td WIDTH=390 HEIGHT=21>Shadow blur, <em>shadow_blur</em> present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x0040</td>
		<td WIDTH=390 HEIGHT=21>Shadow resolution, <em>shadow_resolution</em> 
		  present if <em>on</em></td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x0080</td>
		<td WIDTH=390 HEIGHT=21>Shadow extended options, a second byte of option 
		  bits is present</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x0100</td>
		<td WIDTH=390 HEIGHT=21>Shadow auto, the current segment should display 
		  its own shadow if shadows are on</td>
	  </tr>
	  <tr> 
		<td WIDTH=50 HEIGHT=21>0x0200</td>
		<td WIDTH=390 HEIGHT=21>Shadow opacity, <em>shadow_opacity</em> present 
		  if <em>on</em></td>
	  </tr>
	</table>


Geometry options
----------------

.. raw:: html

	<table BORDER =1 WIDTH="500">
	  <TR> 
		<TD height=21 width=50>0x01</TD>
		<TD height=21 width=390>Hard Edge Angle</TD>
	  </TR>
	</table>
	
* Extra fields for extended mask/value, and optional fields 
* Stereo separation were added in HSF version 6.50.
* Transparency style was added in 7.10. 
* Cut geometry options and depth range added in 8.06.
* Extended hidden line options added in 9.05.
* LOD_threshold_type added in 9.08.
* Mask transform and Image Scale added in 10.01.
* Simple shadow added in 10.02.
* Geometry options and hard edge angle added in 12.05.
* Image tint added in 12.10.
* Depth peeling options added in 13.10.
* General displacement added in 13.35.
* Line join cutoff angle added in 14.05.
* Shadow opacity added in 14.10.
* Screen range added in 15.05.
* Display list level added in 15.15.
* Shadow maps added in 15.15.
* Simple reflections added in 15.15.
* Ambient up vector added in 16.15.
* Gooch color range and gooch diffuse weight added in 16.15.
