summaryrefslogtreecommitdiff
blob: cbccdfadd0e019ff217ea3589b2b5aef80443943 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6042
6043
6044
6045
6046
6047
6048
6049
6050
6051
6052
6053
6054
6055
6056
6057
6058
6059
6060
6061
6062
6063
6064
6065
6066
6067
6068
6069
6070
6071
6072
6073
6074
6075
6076
6077
6078
6079
6080
6081
6082
6083
6084
6085
6086
6087
6088
6089
6090
6091
6092
6093
6094
6095
6096
6097
6098
6099
6100
6101
6102
6103
6104
6105
6106
6107
6108
6109
6110
6111
6112
6113
6114
6115
6116
6117
6118
6119
6120
6121
6122
6123
6124
6125
6126
6127
6128
6129
6130
6131
6132
6133
6134
6135
6136
6137
6138
6139
6140
6141
6142
6143
6144
6145
6146
6147
6148
6149
6150
6151
6152
6153
6154
6155
6156
6157
6158
6159
6160
6161
6162
6163
6164
6165
6166
6167
6168
6169
6170
6171
6172
6173
6174
6175
6176
6177
6178
6179
6180
6181
6182
6183
6184
6185
6186
6187
6188
6189
6190
6191
6192
6193
6194
6195
6196
6197
6198
6199
6200
6201
6202
6203
6204
6205
6206
6207
6208
6209
6210
6211
6212
6213
6214
6215
6216
6217
6218
6219
6220
6221
6222
6223
6224
6225
6226
6227
6228
6229
6230
6231
6232
6233
6234
6235
6236
6237
6238
6239
6240
6241
6242
6243
6244
6245
6246
6247
6248
6249
6250
6251
6252
6253
6254
6255
6256
6257
6258
6259
6260
6261
6262
6263
6264
6265
6266
6267
6268
6269
6270
6271
6272
6273
6274
6275
6276
6277
6278
6279
6280
6281
6282
6283
6284
6285
6286
6287
6288
6289
6290
6291
6292
6293
6294
6295
6296
6297
6298
6299
6300
6301
6302
6303
6304
6305
6306
6307
6308
6309
6310
6311
6312
6313
6314
6315
6316
6317
6318
6319
6320
6321
6322
6323
6324
6325
6326
6327
6328
6329
6330
6331
6332
6333
6334
6335
6336
6337
6338
6339
6340
6341
6342
6343
6344
6345
6346
6347
6348
6349
6350
6351
6352
6353
6354
6355
6356
6357
6358
6359
6360
6361
6362
6363
6364
6365
6366
6367
6368
6369
6370
6371
6372
6373
6374
6375
6376
6377
6378
6379
6380
6381
6382
6383
6384
6385
6386
6387
6388
6389
6390
6391
6392
6393
6394
6395
6396
6397
6398
6399
6400
6401
6402
6403
6404
6405
6406
6407
6408
6409
6410
6411
6412
6413
6414
6415
6416
6417
6418
6419
6420
6421
6422
6423
6424
6425
6426
6427
6428
6429
6430
6431
6432
6433
6434
6435
6436
6437
6438
6439
6440
6441
6442
6443
6444
6445
6446
6447
6448
6449
6450
6451
6452
6453
6454
6455
6456
6457
6458
6459
6460
6461
6462
6463
6464
6465
6466
6467
6468
6469
6470
6471
6472
6473
6474
6475
6476
6477
6478
6479
6480
6481
6482
6483
6484
6485
6486
6487
6488
6489
6490
6491
6492
6493
6494
6495
6496
6497
6498
6499
6500
6501
6502
6503
6504
6505
6506
6507
6508
6509
6510
6511
6512
6513
6514
6515
6516
6517
6518
6519
6520
6521
6522
6523
6524
6525
6526
6527
6528
6529
6530
6531
6532
6533
6534
6535
6536
6537
6538
6539
6540
6541
6542
6543
6544
6545
6546
6547
6548
6549
6550
6551
6552
6553
6554
6555
6556
6557
6558
6559
6560
6561
6562
6563
6564
6565
6566
6567
6568
6569
6570
6571
6572
6573
6574
6575
6576
6577
6578
6579
6580
6581
6582
6583
6584
6585
6586
6587
6588
6589
6590
6591
6592
6593
6594
6595
6596
6597
6598
6599
6600
6601
6602
6603
6604
6605
6606
6607
6608
6609
6610
6611
6612
6613
6614
6615
6616
6617
6618
6619
6620
6621
6622
6623
6624
6625
6626
6627
6628
6629
6630
6631
6632
6633
6634
6635
6636
6637
6638
6639
6640
6641
6642
6643
6644
6645
6646
6647
6648
6649
6650
6651
6652
6653
6654
6655
6656
6657
6658
6659
6660
6661
6662
6663
6664
6665
6666
6667
6668
6669
6670
6671
6672
6673
6674
6675
6676
6677
6678
6679
6680
6681
6682
6683
6684
6685
6686
6687
6688
6689
6690
6691
6692
6693
6694
6695
6696
6697
6698
6699
6700
6701
6702
6703
6704
6705
6706
6707
6708
6709
6710
6711
6712
6713
6714
6715
6716
6717
6718
6719
6720
6721
6722
6723
6724
6725
6726
6727
6728
6729
6730
6731
6732
6733
6734
6735
6736
6737
6738
6739
6740
6741
6742
6743
6744
6745
6746
6747
6748
6749
6750
6751
6752
6753
6754
6755
6756
6757
6758
6759
6760
6761
6762
6763
6764
6765
6766
6767
6768
6769
6770
6771
6772
6773
6774
6775
6776
6777
6778
6779
6780
6781
6782
6783
6784
6785
6786
6787
6788
6789
6790
6791
6792
6793
6794
6795
6796
6797
6798
6799
6800
6801
6802
6803
6804
6805
6806
6807
6808
6809
6810
6811
6812
6813
6814
6815
6816
6817
6818
6819
6820
6821
6822
6823
6824
6825
6826
6827
6828
6829
6830
6831
6832
6833
6834
6835
6836
6837
6838
6839
6840
6841
6842
6843
6844
6845
6846
6847
6848
6849
6850
6851
6852
6853
6854
6855
6856
6857
6858
6859
6860
6861
6862
6863
6864
6865
6866
6867
6868
6869
6870
6871
6872
6873
6874
6875
6876
6877
6878
6879
6880
6881
6882
6883
6884
6885
6886
6887
6888
6889
6890
6891
6892
6893
6894
6895
6896
6897
6898
6899
6900
6901
6902
6903
6904
6905
6906
6907
6908
diff -ruN cinelerra-1.1.5.orig/cinelerra/builddate.h cinelerra-1.1.5/cinelerra/builddate.h
--- cinelerra-1.1.5.orig/cinelerra/builddate.h	2003-02-10 08:25:29.000000000 +0100
+++ cinelerra-1.1.5/cinelerra/builddate.h	2003-05-04 08:50:11.000000000 +0200
@@ -1 +1 @@
-#define BUILDDATE "Sun Feb  9 23:25:29 PST 2003"
+#define BUILDDATE "Sun May  4 08:48:32 CEST 2003"
diff -ruN cinelerra-1.1.5.orig/cinelerra/tracksedit.C cinelerra-1.1.5/cinelerra/tracksedit.C
--- cinelerra-1.1.5.orig/cinelerra/tracksedit.C	2002-12-14 06:10:45.000000000 +0100
+++ cinelerra-1.1.5/cinelerra/tracksedit.C	2003-05-04 08:50:11.000000000 +0200
@@ -745,7 +745,7 @@
 	dest_edit->insert_transition(server->title);
 }
 
-void Tracks::paste_video_transition(PluginServer *server, int first_track = 0)
+void Tracks::paste_video_transition(PluginServer *server, int first_track)
 {
 	for(Track *current = first; current; current = NEXT)
 	{
diff -ruN cinelerra-1.1.5.orig/doc/cinelerra.html cinelerra-1.1.5/doc/cinelerra.html
--- cinelerra-1.1.5.orig/doc/cinelerra.html	2003-02-10 07:02:54.000000000 +0100
+++ cinelerra-1.1.5/doc/cinelerra.html	2003-05-04 08:50:11.000000000 +0200
@@ -2,30 +2,32 @@
 <head>
 <title>Secrets of Cinelerra</title>
 <meta http-equiv="Content-Type" content="text/html">
-<meta name=description content="Secrets of Cinelerra">
-<meta name=generator content="makeinfo 4.2">
-<link href="http://www.gnu.org/software/texinfo/" rel=generator-home>
+<meta name="description" content="Secrets of Cinelerra">
+<meta name="generator" content="makeinfo 4.5">
+<link href="http://www.gnu.org/software/texinfo/" rel="generator-home">
 </head>
 <body>
-<h1>Secrets of Cinelerra</h1>
+<h1 class="settitle">Secrets of Cinelerra</h1>
+<div class="node">
 <p><hr>
 Node:<a name="Top">Top</a>,
-Next:<a rel=next accesskey=n href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>,
-Up:<a rel=up accesskey=u href="#dir">(dir)</a>
+Next:<a rel="next" accesskey="n" href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>,
+Up:<a rel="up" accesskey="u" href="#dir">(dir)</a>
 <br>
+</div>
 
-<h2>BRIEF CONTENTS</h2>
+<h2 class="unnumbered">BRIEF CONTENTS</h2>
 
-<ul>
-<li><a accesskey=1 href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>: 
-<li><a accesskey=2 href="#INSTALLATION">INSTALLATION</a>: 
-<li><a accesskey=3 href="#CONFIGURATION">CONFIGURATION</a>: 
-<li><a accesskey=4 href="#THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>: 
-<li><a accesskey=5 href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>: 
-<li><a accesskey=6 href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>: 
-<li><a accesskey=7 href="#EDITING">EDITING</a>: 
-<li><a accesskey=8 href="#USING%20EFFECTS">USING EFFECTS</a>: 
-<li><a accesskey=9 href="#SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>: 
+<li><a accesskey="2" href="#INSTALLATION">INSTALLATION</a>: 
+<li><a accesskey="3" href="#CONFIGURATION">CONFIGURATION</a>: 
+<li><a accesskey="4" href="#THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>: 
+<li><a accesskey="5" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>: 
+<li><a accesskey="6" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>: 
+<li><a accesskey="7" href="#EDITING">EDITING</a>: 
+<li><a accesskey="8" href="#USING%20EFFECTS">USING EFFECTS</a>: 
+<li><a accesskey="9" href="#SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>: 
 <li><a href="#COMPOSITING">COMPOSITING</a>: 
 <li><a href="#KEYFRAMES">KEYFRAMES</a>: 
 <li><a href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>: 
@@ -36,92 +38,82 @@
 </ul>
 
 
+<div class="contents">
 <h2>Table of Contents</h2>
 <ul>
-<li><a name="toc_Top"></a>
-    <a href="#Top">BRIEF CONTENTS</a>
-<li><a name="toc_ABOUT%20CINELERRA"></a>
-    <a href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>
+<li><a name="toc_Top" href="#Top">BRIEF CONTENTS</a>
+<li><a name="toc_ABOUT%20CINELERRA" href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>
 <ul>
 <li><a href="#ABOUT%20THIS%20MANUAL">ABOUT THIS MANUAL</a>
-</ul>
-<li><a name="toc_INSTALLATION"></a>
-    <a href="#INSTALLATION">INSTALLATION</a>
-<li><a name="toc_CONFIGURATION"></a>
-    <a href="#CONFIGURATION">CONFIGURATION</a>
+</li></ul>
+<li><a name="toc_INSTALLATION" href="#INSTALLATION">INSTALLATION</a>
+<li><a name="toc_CONFIGURATION" href="#CONFIGURATION">CONFIGURATION</a>
 <ul>
 <li><a href="#PLAYBACK">PLAYBACK</a>
 <ul>
 <li><a href="#AUDIO%20OUT">AUDIO OUT</a>
 <li><a href="#VIDEO%20OUT">VIDEO OUT</a>
-</ul>
+</li></ul>
 <li><a href="#RECORDING">RECORDING</a>
 <ul>
 <li><a href="#AUDIO%20IN">AUDIO IN</a>
 <li><a href="#VIDEO%20IN">VIDEO IN</a>
-</ul>
+</li></ul>
 <li><a href="#PERFORMANCE">PERFORMANCE</a>
 <ul>
 <li><a href="#BACKGROUND%20RENDERING">BACKGROUND RENDERING</a>
 <li><a href="#RENDERFARM">RENDERFARM</a>
-</ul>
+</li></ul>
 <li><a href="#INTERFACE">INTERFACE</a>
-</ul>
-<li><a name="toc_THE%20MAIN%20WINDOWS"></a>
-    <a href="#THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>
-<li><a name="toc_LOADING%20AND%20SAVING%20FILES"></a>
-    <a href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
+</li></ul>
+<li><a name="toc_THE%20MAIN%20WINDOWS" href="#THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>
+<li><a name="toc_LOADING%20AND%20SAVING%20FILES" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
 <ul>
 <li><a href="#LOADING%20FILES">LOADING FILES</a>
 <ul>
 <li><a href="#SUPPORTED%20FILE%20FORMATS">SUPPORTED FILE FORMATS</a>
 <li><a href="#INSERTION%20STRATEGY">INSERTION STRATEGY</a>
 <li><a href="#LOADING%20MULTIPLE%20FILES">LOADING MULTIPLE FILES</a>
-</ul>
+</li></ul>
 <li><a href="#LOADING%20THE%20BACKUP">LOADING THE BACKUP</a>
 <li><a href="#SAVING%20FILES">SAVING FILES</a>
 <li><a href="#RENDERING%20FILES">RENDERING FILES</a>
 <li><a href="#THE%20RENDER%20FARM">THE RENDER FARM</a>
-</ul>
-<li><a name="toc_NAVIGATING%20THE%20PROJECT"></a>
-    <a href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
+</li></ul>
+<li><a name="toc_NAVIGATING%20THE%20PROJECT" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
 <ul>
 <li><a href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>
 <ul>
 <li><a href="#THE%20INSERTION%20POINT">THE INSERTION POINT</a>
 <li><a href="#THE%20IN%2fOUT%20POINTS">THE IN/OUT POINTS</a>
 <li><a href="#USING%20LABELS%20IN%20THE%20PROGRAM%20WINDOW">USING LABELS IN THE PROGRAM WINDOW</a>
-</ul>
+</li></ul>
 <li><a href="#NAVIGATING%20THE%20VIEWER%20AND%20COMPOSITOR">NAVIGATING THE VIEWER AND COMPOSITOR</a>
 <li><a href="#NAVIGATING%20THE%20RESOURCES">NAVIGATING THE RESOURCES</a>
 <li><a href="#USING%20THE%20TRANSPORT%20CONTROLS">USING THE TRANSPORT CONTROLS</a>
 <li><a href="#USING%20BACKGROUND%20RENDERING">USING BACKGROUND RENDERING</a>
-</ul>
-<li><a name="toc_EDITING"></a>
-    <a href="#EDITING">EDITING</a>
+</li></ul>
+<li><a name="toc_EDITING" href="#EDITING">EDITING</a>
 <ul>
 <li><a href="#MANIPULATING%20TRACKS">MANIPULATING TRACKS</a>
 <li><a href="#TWO%20SCREEN%20EDITING">TWO SCREEN EDITING</a>
 <li><a href="#DRAG%20AND%20DROP%20EDITING">DRAG AND DROP EDITING</a>
 <li><a href="#CUT%20AND%20PASTE%20EDITING">CUT AND PASTE EDITING</a>
 <li><a href="#TRIMMING">TRIMMING</a>
-</ul>
-<li><a name="toc_USING%20EFFECTS"></a>
-    <a href="#USING%20EFFECTS">USING EFFECTS</a>
+</li></ul>
+<li><a name="toc_USING%20EFFECTS" href="#USING%20EFFECTS">USING EFFECTS</a>
 <ul>
 <li><a href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>
 <ul>
 <li><a href="#REALTIME%20EFFECT%20TYPES">REALTIME EFFECT TYPES</a>
 <li><a href="#EDITING%20REALTIME%20EFFECTS">EDITING REALTIME EFFECTS</a>
-</ul>
+</li></ul>
 <li><a href="#RENDERED%20EFFECTS">RENDERED EFFECTS</a>
 <li><a href="#TRANSITIONS">TRANSITIONS</a>
 <li><a href="#LADSPA%20EFFECTS">LADSPA EFFECTS</a>
-</ul>
-<li><a name="toc_SETTING%20PROJECT%20ATTRIBUTES"></a>
-    <a href="#SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>
-<li><a name="toc_COMPOSITING"></a>
-    <a href="#COMPOSITING">COMPOSITING</a>
+</li></ul>
+<li><a name="toc_SETTING%20PROJECT%20ATTRIBUTES" href="#SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>
+<li><a name="toc_COMPOSITING" href="#COMPOSITING">COMPOSITING</a>
 <ul>
 <li><a href="#THE%20CAMERA%20AND%20PROJECTOR">THE CAMERA AND PROJECTOR</a>
 <li><a href="#MASKS">MASKS</a>
@@ -129,24 +121,21 @@
 <li><a href="#SAFE%20REGIONS">SAFE REGIONS</a>
 <li><a href="#OVERLAY%20MODES">OVERLAY MODES</a>
 <li><a href="#TRACK%20AND%20OUTPUT%20SIZES">TRACK AND OUTPUT SIZES</a>
-</ul>
-<li><a name="toc_KEYFRAMES"></a>
-    <a href="#KEYFRAMES">KEYFRAMES</a>
+</li></ul>
+<li><a name="toc_KEYFRAMES" href="#KEYFRAMES">KEYFRAMES</a>
 <ul>
 <li><a href="#CURVE%20KEYFRAMES">CURVE KEYFRAMES</a>
 <li><a href="#TOGGLE%20KEYFRAMES">TOGGLE KEYFRAMES</a>
 <li><a href="#AUTOMATIC%20KEYFRAMES">AUTOMATIC KEYFRAMES</a>
 <li><a href="#COMPOSITOR%20KEYFRAMES">COMPOSITOR KEYFRAMES</a>
 <li><a href="#EDITING%20KEYFRAMES">EDITING KEYFRAMES</a>
-</ul>
-<li><a name="toc_CAPTURING%20MEDIA"></a>
-    <a href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>
+</li></ul>
+<li><a name="toc_CAPTURING%20MEDIA" href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>
 <ul>
 <li><a href="#BATCHES">BATCHES</a>
 <li><a href="#EDITING%20TUNER%20INFORMATION">EDITING TUNER INFORMATION</a>
-</ul>
-<li><a name="toc_IMPROVING%20PERFORMANCE"></a>
-    <a href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+</li></ul>
+<li><a name="toc_IMPROVING%20PERFORMANCE" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <ul>
 <li><a href="#DISABLING%20SWAP%20SPACE">DISABLING SWAP SPACE</a>
 <li><a href="#ENLARGING%20SOUND%20BUFFERS">ENLARGING SOUND BUFFERS</a>
@@ -157,45 +146,45 @@
 <li><a href="#REDUCING%20USB%20MOUSE%20SENSITIVITY">REDUCING USB MOUSE SENSITIVITY</a>
 <li><a href="#ASSORTED%20X%20TWEEKS">ASSORTED X TWEEKS</a>
 <li><a href="#SPEEDING%20UP%20THE%20FILE%20SYSTEM">SPEEDING UP THE FILE SYSTEM</a>
-</ul>
-<li><a name="toc_EFFECT%20DESCRIPTIONS"></a>
-    <a href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
+</li></ul>
+<li><a name="toc_EFFECT%20DESCRIPTIONS" href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
 <ul>
 <li><a href="#CHROMA%20KEY">CHROMA KEY</a>
 <li><a href="#HISTOGRAM">HISTOGRAM</a>
 <li><a href="#TIME%20AVERAGE">TIME AVERAGE</a>
 <li><a href="#VIDEO%20SCOPE">VIDEO SCOPE</a>
-</ul>
-<li><a name="toc_PLUGIN%20AUTHORING"></a>
-    <a href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
+</li></ul>
+<li><a name="toc_PLUGIN%20AUTHORING" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
 <ul>
 <li><a href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>
 <ul>
 <li><a href="#THE%20PROCESSING%20OBJECT">THE PROCESSING OBJECT</a>
 <li><a href="#THE%20CONFIGURATION%20OBJECT">THE CONFIGURATION OBJECT</a>
 <li><a href="#THE%20USER%20INTERFACE%20OBJECT">THE USER INTERFACE OBJECT</a>
-</ul>
+</li></ul>
 <li><a href="#REALTIME%20PLUGINS">REALTIME PLUGINS</a>
 <li><a href="#NONREALTIME%20PLUGINS">NONREALTIME PLUGINS</a>
 <li><a href="#AUDIO%20PLUGINS">AUDIO PLUGINS</a>
 <li><a href="#VIDEO%20PLUGINS">VIDEO PLUGINS</a>
 <li><a href="#TRANSITION%20PLUGINS">TRANSITION PLUGINS</a>
 <li><a href="#PLUGIN%20GUI'S%20WHICH%20UPDATE%20DURING%20PLAYBACK">PLUGIN GUI'S WHICH UPDATE DURING PLAYBACK</a>
-</ul>
-<li><a name="toc_RELEASE%20NOTES"></a>
-    <a href="#RELEASE%20NOTES">RELEASE NOTES</a>
-</ul>
+</li></ul>
+<li><a name="toc_RELEASE%20NOTES" href="#RELEASE%20NOTES">RELEASE NOTES</a>
+</li></ul>
+</div>
 
+<div class="node">
 <p><hr>
 Node:<a name="ABOUT%20CINELERRA">ABOUT CINELERRA</a>,
-Next:<a rel=next accesskey=n href="#INSTALLATION">INSTALLATION</a>,
-Previous:<a rel=previous accesskey=p href="#Top">Top</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#INSTALLATION">INSTALLATION</a>,
+Previous:<a rel="previous" accesskey="p" href="#Top">Top</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>ABOUT CINELERRA</h2>
+<h2 class="chapter">ABOUT CINELERRA</h2>
 
-<p>There are two types of moviegoers: producers who create new content,
+   <p>There are two types of moviegoers: producers who create new content,
 going back over their content at future points for further refinement,
 and consumers who want to acquire the content and watch it.  Cinelerra
 is not intended for consumers.  Cinelerra has many features for
@@ -206,13 +195,13 @@
 for consumers like MainActor, Kino, or Moxy, which you should consider
 before using Cinelerra.
 
-<p>In 1996 our first editor came out: Broadcast 1.0.  It was just a window
+   <p>In 1996 our first editor came out: Broadcast 1.0.  It was just a window
 with a waveform in it, it could cut and paste stereo audio waveforms on
 a UNIX box, except unlike other audio editors it could handle files up
 to 2 gigabytes with only 64 megs of RAM.  That was a feature normally
 only accessible to the highest end professional audio houses.
 
-<p>In 1997 Broadcast 1.0 was replaced by Broadcast 2.0.  This time the
+   <p>In 1997 Broadcast 1.0 was replaced by Broadcast 2.0.  This time the
 window had a menubar, patchbay, console, and transport control. 
 Broadcast 2.0 still only handled audio but this time it handled
 unlimited tracks, and it could perform effects on audio and save the
@@ -222,7 +211,7 @@
 result instantly.   Amazingly this real time tweeking is still
 unavailable on most audio programs.
 
-<p>But Broadcast 2.0 still didn't handle video and it wasn't very graceful
+   <p>But Broadcast 2.0 still didn't handle video and it wasn't very graceful
 at audio either.  In 1999 video broke into the story with Broadcast
 2000.  This iteration of the Broadcast series could do wonders with
 audio and offered a pretty good video feature set.  It could edit video
@@ -235,7 +224,7 @@
 disk. For a time it seemed as if the original dream of immersive movie
 making for everyone regardless of income level had arrived.
 
-<p>Later on Broadcast 2000 began to come short.  Its audio and video was
+   <p>Later on Broadcast 2000 began to come short.  Its audio and video was
 graceful if you knew how to use it efficiently, but quality issues and
 new user interface techniques were emerging.  Broadcast 2000 kept the
 audio interface from its ancestors, which didn't apply well to video. 
@@ -251,24 +240,26 @@
 ground up, while supplementing that with the Broadcast audio
 interface.  As always, quality improvements would happen.
 
-<ul>
-<li><a accesskey=1 href="#ABOUT%20THIS%20MANUAL">ABOUT THIS MANUAL</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#ABOUT%20THIS%20MANUAL">ABOUT THIS MANUAL</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="ABOUT%20THIS%20MANUAL">ABOUT THIS MANUAL</a>,
-Up:<a rel=up accesskey=u href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>
+Up:<a rel="up" accesskey="u" href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>
 <br>
+</div>
 
-<h3>ABOUT THIS MANUAL</h3>
+<h3 class="section">ABOUT THIS MANUAL</h3>
 
-<p>After many years of searching for the perfect documentation format
+   <p>After many years of searching for the perfect documentation format
 we've arrived at TexInfo.  This format can be converted to HTML,
 printed, automatically indexed, but most importantly is not bound to
 any commercial word processor.  Documents written in Texinfo will be
 readable as long as there's a C compiler.
 
-<p>There are no screenshots in this manual.  Screenshots become obsolete
+   <p>There are no screenshots in this manual.  Screenshots become obsolete
 quickly and as a result confuse the users.  What looks one way in a
 screenshot will always look different in the real program because the
 real program and the manual are always evolving, never perfectly
@@ -277,244 +268,252 @@
 so you don't have to pay for it.  That includes additional labor to
 synchronize the manual with the software.
 
-<p>In addition to telling you the basic editing features of Cinelerra this
+   <p>In addition to telling you the basic editing features of Cinelerra this
 manual covers tricks that won't be described anywhere else.  We're
 going to try to come up with certain things you can do with Cinelerra
 that you wouldn't think of on your own.
 
+<div class="node">
 <p><hr>
 Node:<a name="INSTALLATION">INSTALLATION</a>,
-Next:<a rel=next accesskey=n href="#CONFIGURATION">CONFIGURATION</a>,
-Previous:<a rel=previous accesskey=p href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#CONFIGURATION">CONFIGURATION</a>,
+Previous:<a rel="previous" accesskey="p" href="#ABOUT%20CINELERRA">ABOUT CINELERRA</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>INSTALLATION</h2>
+<h2 class="chapter">INSTALLATION</h2>
 
-<p>The Cinelerra package contains Cinelerra, Mix2000, Mplex, and XMovie,
+   <p>The Cinelerra package contains Cinelerra, Mix2000, Mplex, and XMovie,
 along with standalone libraries for various functions.  All these
 programs are useful and in most cases they're the only free programs
 available for dealing with uncompressed, high resolution movies.
 
-<p>All of these programs tie into the same code base.  Updates in one area
+   <p>All of these programs tie into the same code base.  Updates in one area
 of the code base usually affect everything else so everything would
 have to be downloaded again even if one thing changed.  By including
 everything in one package you can be instantly updated for movie making
 after one download.
 
-<p>The purpose of the various programs is as follows:
+   <p>The purpose of the various programs is as follows:
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 Cinelerra - capturing, editing and production of material
 
-<li>
+     <li>
 Mix2000 - higher resolution volume controller than the standard Linux
 volume controls.
 
-<li>
+     <li>
 MPlex - Multiplexing of MPEG elementary streams.
 
-<li>
+     <li>
 XMovie - Standalone player for all the formats Cinelerra exports.
 
-<li>
+     <li>
 mpeg3toc - Utility for indexing and reading MPEG files.
 
-</ul>
+   </ul>
 
-<p>We try to include all the dependancies because of the difficulty in
+   <p>We try to include all the dependancies because of the difficulty in
 tracking them down.  Furthermore, the versions of some of the
 dependancies Cinelerra requires differ from the versions other
 utilities may require, making it impossible to coexist on the same
 system without static inclusion.
 
-<p>Cinelerra is best installed by downloading an RPM and running
+   <p>Cinelerra is best installed by downloading an RPM and running
 
-<br><pre>rpm -U --force --nodeps hvirtual*.rpm
-</pre>
+<pre class="example">     rpm -U --force --nodeps hvirtual*.rpm
+     </pre>
 
-<p>on a RedHat system.
+   <p>on a RedHat system.
 
-<p>On systems which don't support RPM look for a utility called
+   <p>On systems which don't support RPM look for a utility called
 <em>rpm2cpio</em>.  Download a Cinelerra RPM and from the /
 directory run
 
-<br><pre>rpm2cpio hvirtual*.rpm | cpio -i --make-directories
-</pre>
+<pre class="example">     rpm2cpio hvirtual*.rpm | cpio -i --make-directories
+     </pre>
 
-<p>It should be noted that the compiler used in building Cinelerra
+   <p>It should be noted that the compiler used in building Cinelerra
 binaries is the free GNU compiler and although it can reorder
 instructions for Pentium I and use some the of Pentium II branch
 instructions it's 12 years behind most modern CPUs.  You can try
 different compilers and optimization flags by compiling the source.
 
-<p>Compiling the source is hard and there's no warranty if the source code
+   <p>Compiling the source is hard and there's no warranty if the source code
 fails to compile, but the method for compiling starts by downloading
 the source code and decompressing.
 
-<br><pre>tar jxf hvirtual*.tar.bz2
-</pre>
+<pre class="example">     tar jxf hvirtual*.tar.bz2
+     </pre>
 
-<p>Enter the hvirtual directory
+   <p>Enter the hvirtual directory
 
-<br><pre>cd hvirtual
-</pre>
+<pre class="example">     cd hvirtual
+     </pre>
 
-<p>and set some environment variables.  For Pentium II use:
+   <p>and set some environment variables.  For Pentium II use:
 
-<br><pre>export CFLAGS='-O3 -march=i686 -fmessage-length=0 -funroll-all-loops -fomit-frame-pointer -malign-loops=2 -malign-jumps=2 -malign-functions=2 -I/usr/local/include'
-</pre>
+<pre class="example">     export CFLAGS='-O3 -march=i686 -fmessage-length=0 -funroll-all-loops -fomit-frame-pointer -malign-loops=2 -malign-jumps=2 -malign-functions=2 -I/usr/local/include'
+     </pre>
 
-<p>For Pentium I and old AMD's use:
+   <p>For Pentium I and old AMD's use:
 
-<br><pre>export CFLAGS='-O3 -fmessage-length=0 -funroll-all-loops -fomit-frame-pointer -malign-loops=2 -malign-jumps=2 -malign-functions=2 -I/usr/local/include'
-</pre>
+<pre class="example">     export CFLAGS='-O3 -fmessage-length=0 -funroll-all-loops -fomit-frame-pointer -malign-loops=2 -malign-jumps=2 -malign-functions=2 -I/usr/local/include'
+     </pre>
 
-<p>Then run
+   <p>Then run
 
-<br><pre>make
-</pre>
+<pre class="example">     make
+     </pre>
 
-<p>The make procedure should run through all the directories and put
+   <p>The make procedure should run through all the directories and put
 binaries in the <em>i686</em> directories.  When we originally supported
 Alpha it was convenient to compile Alpha and i686 binaries
 simultaneously, in different directories so all the binaries are put in
 i686 directories.
 
-<p>Once finished run
+   <p>Once finished run
 
-<br><pre>make install
-</pre>
+<pre class="example">     make install
+     </pre>
 
-<p>to install the binaries.  The output is put in the following directories:
+   <p>to install the binaries.  The output is put in the following directories:
 
-<ul>
+     <ul>
 <li>Executables -&gt;/usr/bin
 <li>Plugins  -&gt;/usr/lib/cinelerra
 </ul>
 
-<p>The main binaries are the Cinelerra, XMovie, Mix2000 executables and
+   <p>The main binaries are the Cinelerra, XMovie, Mix2000 executables and
 several utilities for reading MPEG transport streams.
 
-<p>Run Cinelerra by running
+   <p>Run Cinelerra by running
 
-<br><pre>/usr/bin/cinelerra
-</pre>
+<pre class="example">     /usr/bin/cinelerra
+     </pre>
 
+<div class="node">
 <p><hr>
 Node:<a name="CONFIGURATION">CONFIGURATION</a>,
-Next:<a rel=next accesskey=n href="#THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>,
-Previous:<a rel=previous accesskey=p href="#INSTALLATION">INSTALLATION</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>,
+Previous:<a rel="previous" accesskey="p" href="#INSTALLATION">INSTALLATION</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>CONFIGURATION</h2>
+<h2 class="chapter">CONFIGURATION</h2>
 
-<p>Because of the variety of uses, Cinelerra cannot be run optimally
+   <p>Because of the variety of uses, Cinelerra cannot be run optimally
 without some intimate configuration for your specific needs. Very few
 parameters are adjustible at compile time.  Runtime configuration is
 the only option for most configuration because of the multitude of
 parameters.
 
-<p>Go to <em>settings-&gt;preferences</em> and run through the options.
+   <p>Go to <em>settings-&gt;preferences</em> and run through the options.
 
-<ul>
-<li><a accesskey=1 href="#PLAYBACK">PLAYBACK</a>: 
-<li><a accesskey=2 href="#RECORDING">RECORDING</a>: 
-<li><a accesskey=3 href="#PERFORMANCE">PERFORMANCE</a>: 
-<li><a accesskey=4 href="#INTERFACE">INTERFACE</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#PLAYBACK">PLAYBACK</a>: 
+<li><a accesskey="2" href="#RECORDING">RECORDING</a>: 
+<li><a accesskey="3" href="#PERFORMANCE">PERFORMANCE</a>: 
+<li><a accesskey="4" href="#INTERFACE">INTERFACE</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="PLAYBACK">PLAYBACK</a>,
-Next:<a rel=next accesskey=n href="#RECORDING">RECORDING</a>,
-Up:<a rel=up accesskey=u href="#CONFIGURATION">CONFIGURATION</a>
+Next:<a rel="next" accesskey="n" href="#RECORDING">RECORDING</a>,
+Up:<a rel="up" accesskey="u" href="#CONFIGURATION">CONFIGURATION</a>
 <br>
+</div>
 
-<h3>PLAYBACK</h3>
+<h3 class="section">PLAYBACK</h3>
 
-<ul>
-<li><a accesskey=1 href="#AUDIO%20OUT">AUDIO OUT</a>: 
-<li><a accesskey=2 href="#VIDEO%20OUT">VIDEO OUT</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#AUDIO%20OUT">AUDIO OUT</a>: 
+<li><a accesskey="2" href="#VIDEO%20OUT">VIDEO OUT</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="AUDIO%20OUT">AUDIO OUT</a>,
-Next:<a rel=next accesskey=n href="#VIDEO%20OUT">VIDEO OUT</a>,
-Up:<a rel=up accesskey=u href="#PLAYBACK">PLAYBACK</a>
+Next:<a rel="next" accesskey="n" href="#VIDEO%20OUT">VIDEO OUT</a>,
+Up:<a rel="up" accesskey="u" href="#PLAYBACK">PLAYBACK</a>
 <br>
+</div>
 
-<h4>AUDIO OUT</h4>
+<h4 class="subsection">AUDIO OUT</h4>
 
-<p>These determine what happens when you play sound from the timeline.
+   <p>These determine what happens when you play sound from the timeline.
 
-<ul>
+     <ul>
 
-<li>SAMPLES TO READ FROM DISK
+     <li>SAMPLES TO READ FROM DISK
 
-<p>Cinelerra uses a pipeline for rendering audio. The first stage is
+     <p>Cinelerra uses a pipeline for rendering audio. The first stage is
 reading large chunks of audio from disk, the samples to read from
 disk.  This is followed by processing small fragments in a virtual
 console.
 
-</p><li>SAMPLES TO SEND TO CONSOLE:
+     </p><li>SAMPLES TO SEND TO CONSOLE:
 
-<p>The second stage is rendering small fragments through the virtual
+     <p>The second stage is rendering small fragments through the virtual
 console to the sound driver. A larger value here causes more latency
 when you change mixing parameters but gives more reliable playback.
 
-<p>Some sound drivers don't allow changing of the console fragment so
+     <p>Some sound drivers don't allow changing of the console fragment so
 latency is unchanged no matter what this value is.
 
-</p><li>
+     </p><li>
 VIEW FOLLOWS PLAYBACK
 
-<p>Causes the timeline window to scroll when the playback cursor moves out
+     <p>Causes the timeline window to scroll when the playback cursor moves out
 of view.  This can bog down the X Server.
 
-</p><li>USE SOFTWARE FOR POSITIONING INFORMATION
+     </p><li>USE SOFTWARE FOR POSITIONING INFORMATION
 
-<p>Most soundcards and sound drivers don't give reliable information on
+     <p>Most soundcards and sound drivers don't give reliable information on
 the number of samples the card has played. When playing video you need
 this information for synchronization. This option causes the sound
 driver to be ignored and a software timer to be used for
 synchronization.
 
-</p><li>AUDIO PLAYBACK IN REALTIME:
+     </p><li>AUDIO PLAYBACK IN REALTIME:
 
-<p>Back in the days when 150Mhz was the maximum, this allowed
+     <p>Back in the days when 150Mhz was the maximum, this allowed
 uninterrupted playback on heavy loads. Now you'll probably only need it
 for playing video and audio when the load is to high for uninterrupted
 audio.
 
-</p><li>AUDIO DRIVER
+     </p><li>AUDIO DRIVER
 
-<p>There are many sound drivers for Linux.  This allows selecting one and
+     <p>There are many sound drivers for Linux.  This allows selecting one and
 setting parameters specific to it.  Some of the common parameters for a
 sound driver are
 
-<ul>
+          <ul>
 
-<li>DEVICE PATH
+          <li>DEVICE PATH
 
-<p>Usually a file in the <em>/dev/</em> directory which controls the
+          <p>Usually a file in the <em>/dev/</em> directory which controls the
 device.
 
-</p><li>
+          </p><li>
 BITS
 
-<p>The number of bits of precision Cinelerra should set the device for. 
+          <p>The number of bits of precision Cinelerra should set the device for. 
 This sometimes has a figuritive meaning.  Some sound drivers need to be
 set to 32 bits to perform 24 bit playback and won't play anything when
 set to 24 bits.  Some sound drivers need to be set to 24 bits for 24
 bit playback.
 
-</p><li>
+          </p><li>
 CHANNELS
 
-<p>The number of channels Cinelerra should set the device for.  Regardless
+          <p>The number of channels Cinelerra should set the device for.  Regardless
 of the number of channels in the project, the number of channels set
 here will be written to the device.  When this is set to 2 and the
 project has 1 channel you'll hear sound through the left speaker and
@@ -522,184 +521,190 @@
 and the project has 2 channels you'll hear the left channel centered
 and not 2 channels mixed together.
 
-</ul>
-</ul>
+     </ul>
+     </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="VIDEO%20OUT">VIDEO OUT</a>,
-Previous:<a rel=previous accesskey=p href="#AUDIO%20OUT">AUDIO OUT</a>,
-Up:<a rel=up accesskey=u href="#PLAYBACK">PLAYBACK</a>
+Previous:<a rel="previous" accesskey="p" href="#AUDIO%20OUT">AUDIO OUT</a>,
+Up:<a rel="up" accesskey="u" href="#PLAYBACK">PLAYBACK</a>
 <br>
+</div>
 
-<h4>VIDEO OUT</h4>
+<h4 class="subsection">VIDEO OUT</h4>
 
-<p>These determine what happens when you play video from the timeline.
+   <p>These determine what happens when you play video from the timeline.
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 FRAMERATE ACHIEVED
 
-<p>The number of frames per second being
+     <p>The number of frames per second being
 displayed during playback.
 
-</p><li>
+     </p><li>
 SCALING EQUATION
 
-<p>The algorithm used in all video resizing in
+     <p>The algorithm used in all video resizing in
 the virtual console.  This doesn't affect scaling to the size of the
 compositor window.
 
-<ul>
+          <ul>
 
-<li>NEAREST NEIGHBOR ENLARGE AND REDUCE
+          <li>NEAREST NEIGHBOR ENLARGE AND REDUCE
 
-<p>lowest but fastest
+          <p>lowest but fastest
 quality.  Produces jagged edges and uneven motion.
 
-</p><li>
+          </p><li>
 BICUBIC ENLARGE AND BILINEAR REDUCE
 
-<p>highest but slowest
+          <p>highest but slowest
 quality.  For enlarging a bicubic interpolation is used, which blurs
 slightly but doesn't reveal stair steps.  For reduction a bilinear
 interpolation is used, which produces very sharp images and reduces
 noise.  The bilinear reduced images can be sharpened with a sharpen
 effect with less noise than a normal sized image.
 
-</p><li>
+          </p><li>
 BILINEAR ENLARGE AND BILINEAR REDUCE
 
-<p>when slight enlargement
+          <p>when slight enlargement
 is needed a bilinear enlargement looks better than a bicubic
 enlargement.
 
-</ul>
+     </ul>
 
-</p><li>
+     </p><li>
 PRELOAD BUFFER FOR QUICKTIME
 
-<p>The Quicktime/AVI decoder can
+     <p>The Quicktime/AVI decoder can
 handle CDROM sources better when this is around 1000000.  This reduces
 the amount of seeking.  For normal use this should be 0.
 
-</p><li>
+     </p><li>
 MPEG-4 DEBLOCKING
 
-<p>For assets which are compressed in OpenDivx and Quicktime, this enables
+     <p>For assets which are compressed in OpenDivx and Quicktime, this enables
 deblocking.  This greatly improves the picture quality during decoding
 while slowing it down.
 
-</p><li>
+     </p><li>
 VIDEO DRIVER
 
-<p>Normally video on the timeline goes to the
+     <p>Normally video on the timeline goes to the
 compositor window during continuous playback and when the insertion
 point is repositioned.  Instead of sending video to the Compositor
 window the video driver can be set to send video to another output
 device during continuous playback.  This doesn't affect where video
 goes when the insertion point is repositioned, however.
 
-<p>Various parameters are given for Video Driver depending on the driver.
+     <p>Various parameters are given for Video Driver depending on the driver.
 
-<ul>
+          <ul>
 
-<li>
+          <li>
 DISPLAY
 
-<p>The is intended for dual monitor
+          <p>The is intended for dual monitor
 displays.  Depending on the value of Display, the Compositor window
 will appear on a different monitor from the rest of the windows.
 
-</p><li>
+          </p><li>
 DEVICE PATH
 
-<p>Usually a file in the <em>/dev/</em> directory
+          <p>Usually a file in the <em>/dev/</em> directory
 which controls the device.
 
-</p><li>
+          </p><li>
 SWAP FIELDS
 
-<p>Make the even lines odd and the odd lines even
+          <p>Make the even lines odd and the odd lines even
 when sending to the device.  On an NTSC or 1080i monitor the fields may
 need to be swapped to prevent jittery motion.
 
-</p><li>
+          </p><li>
 OUTPUT CHANNEL
 
-<p>Devices with multiple outputs may need a
+          <p>Devices with multiple outputs may need a
 specific connector to send video on.
 
-</p><li>
+          </p><li>
 PORT
 
-<p>The IEEE1394 standard specifies something known as the
+          <p>The IEEE1394 standard specifies something known as the
 <em>port</em>.  This is probably the firewire card number in the system
 to use.
 
-</p><li>
+          </p><li>
 CHANNEL
 
-<p>The IEEE1394 standard specifies something known as the
+          <p>The IEEE1394 standard specifies something known as the
 <em>channel</em>.  For DV cameras it's always <em>63</em>.
 
-</ul>
+     </ul>
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="RECORDING">RECORDING</a>,
-Next:<a rel=next accesskey=n href="#PERFORMANCE">PERFORMANCE</a>,
-Previous:<a rel=previous accesskey=p href="#PLAYBACK">PLAYBACK</a>,
-Up:<a rel=up accesskey=u href="#CONFIGURATION">CONFIGURATION</a>
+Next:<a rel="next" accesskey="n" href="#PERFORMANCE">PERFORMANCE</a>,
+Previous:<a rel="previous" accesskey="p" href="#PLAYBACK">PLAYBACK</a>,
+Up:<a rel="up" accesskey="u" href="#CONFIGURATION">CONFIGURATION</a>
 <br>
+</div>
 
-<h3>RECORDING</h3>
+<h3 class="section">RECORDING</h3>
 
-<ul>
-<li><a accesskey=1 href="#AUDIO%20IN">AUDIO IN</a>: 
-<li><a accesskey=2 href="#VIDEO%20IN">VIDEO IN</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#AUDIO%20IN">AUDIO IN</a>: 
+<li><a accesskey="2" href="#VIDEO%20IN">VIDEO IN</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="AUDIO%20IN">AUDIO IN</a>,
-Next:<a rel=next accesskey=n href="#VIDEO%20IN">VIDEO IN</a>,
-Up:<a rel=up accesskey=u href="#RECORDING">RECORDING</a>
+Next:<a rel="next" accesskey="n" href="#VIDEO%20IN">VIDEO IN</a>,
+Up:<a rel="up" accesskey="u" href="#RECORDING">RECORDING</a>
 <br>
+</div>
 
-<h4>AUDIO IN</h4>
+<h4 class="subsection">AUDIO IN</h4>
 
-<p>These determine what happens when you record audio.
+   <p>These determine what happens when you record audio.
 
-<ul>
+     <ul>
 <li>
 RECORD DRIVER
 
-<p>This is used for recording audio in the Record window.  It may be
+     <p>This is used for recording audio in the Record window.  It may be
 shared with the Record Driver for video if the audio and video are
 wrapped in the same stream.  It takes variable parameters depending on
 the driver.  The parameters have the same meaning as they do for
 playback.
 
-<ul>
+          <ul>
 <li>
 DEVICE PATH
 
-<p>Usually a file in the <em>/dev/</em> directory which controls the
+          <p>Usually a file in the <em>/dev/</em> directory which controls the
 device.
 
-</p><li>
+          </p><li>
 BITS
 
-<p>The number of bits of precision Cinelerra should set the device for. 
+          <p>The number of bits of precision Cinelerra should set the device for. 
 This sometimes has a figuritive meaning.  Some sound drivers need to be
 set to 32 bits to perform 24 bit recording and won't record anything
 when set to 24 bits.  Some sound drivers need to be set to 24 bits for
 24 bit recording.
 
-</p><li>CHANNELS
+          </p><li>CHANNELS
 
-<p>The number of channels Cinelerra should set the device for.  Regardless
+          <p>The number of channels Cinelerra should set the device for.  Regardless
 of the number of channels in the record operation, the number of
 channels set here will be read from the device.  When this is set to 2
 and the record operation has 1 channel you'll record the left speaker
@@ -708,120 +713,124 @@
 record the left and right channels mixed into the left speaker and not
 1 channel spead across two speakers.
 
-</ul>
+     </ul>
 
-</p><li>
+     </p><li>
 SAMPLES TO WRITE AT A TIME
 
-<p>Audio is first read in small fragments from the device.  Many small
+     <p>Audio is first read in small fragments from the device.  Many small
 fragments are combined into a large fragment before writing to disk. 
 The disk writing process is done in a different thread.  The value here
 determines how large the combination of fragments is for each disk
 write.
 
-</p><li>
+     </p><li>
 SAMPLE RATE FOR RECORDING
 
-<p>Regardless of what the project settings are.  This is the sample rate
+     <p>Regardless of what the project settings are.  This is the sample rate
 used for recording.  This should be the highest the audio device
 supports.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="VIDEO%20IN">VIDEO IN</a>,
-Previous:<a rel=previous accesskey=p href="#AUDIO%20IN">AUDIO IN</a>,
-Up:<a rel=up accesskey=u href="#RECORDING">RECORDING</a>
+Previous:<a rel="previous" accesskey="p" href="#AUDIO%20IN">AUDIO IN</a>,
+Up:<a rel="up" accesskey="u" href="#RECORDING">RECORDING</a>
 <br>
+</div>
 
-<h4>VIDEO IN</h4>
+<h4 class="subsection">VIDEO IN</h4>
 
-<p>These determine what happens when you record video.
+   <p>These determine what happens when you record video.
 
-<ul>
+     <ul>
 <li>
 RECORD DRIVER
 
-<p>This is used for recording video in the Record window.  It may be
+     <p>This is used for recording video in the Record window.  It may be
 shared with the Record Driver for audio if the audio and video are
 wrapped in the same stream.  It takes variable parameters depending on
 the driver.  The parameters have the same meaning as they do for
 playback.
 
-</p><li>
+     </p><li>
 FRAMES TO RECORD TO DISK AT A TIME
 
-<p>Frames are recorded in a pipeline.  First frames are buffered in the
+     <p>Frames are recorded in a pipeline.  First frames are buffered in the
 device.  Then they're read into a larger buffer for writing to disk. 
 The disk writing is done in a different thread as the device reading. 
 For certain codecs the disk writing uses multiple processors.  This
 value determines how many frames are written to disk at a time.
 
-</p><li>
+     </p><li>
 FRAMES TO BUFFER IN DEVICE
 
-<p>The number of frames to store in the device before reading.  This
+     <p>The number of frames to store in the device before reading.  This
 determines how much latency there can be in the system before frames
 are dropped.
 
-</p><li>USE SOFTWARE FOR POSITIONING INFORMATION
+     </p><li>USE SOFTWARE FOR POSITIONING INFORMATION
 
-<p>Video uses audio for
+     <p>Video uses audio for
 
-<p>synchronization but most soundcards don't give accurate position
+     <p>synchronization but most soundcards don't give accurate position
 information.  This calculates an estimation of audio position in
 software instead of the hardware for synchronization.
 
-</p><li>
+     </p><li>
 SYNC DRIVES AUTOMATICALLY
 
-<p>For high bitrate recording the drives may be fast enough to store the
+     <p>For high bitrate recording the drives may be fast enough to store the
 data but Linux may wait several minutes and stall as it writes several
 minutes of data at a time.  This forces Linux to flush its buffers
 every second instead of every few minutes and produce slightly better
 realtime behavior.
 
-</p><li>
+     </p><li>
 SIZE OF CAPTURED FRAME
 
-<p>This is the size of the frames recorded.  It is independant of the
+     <p>This is the size of the frames recorded.  It is independant of the
 project frame size because most video devices only record a fixed frame
 size.  If the frame size given here isn't supported by the device it
 might crash Cinelerra.
 
-</p><li>FRAME RATE FOR RECORDING
+     </p><li>FRAME RATE FOR RECORDING
 
-<p>The frame rate recorded is different from the project settings.  This
+     <p>The frame rate recorded is different from the project settings.  This
 sets the recorded frame rate.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="PERFORMANCE">PERFORMANCE</a>,
-Next:<a rel=next accesskey=n href="#INTERFACE">INTERFACE</a>,
-Previous:<a rel=previous accesskey=p href="#RECORDING">RECORDING</a>,
-Up:<a rel=up accesskey=u href="#CONFIGURATION">CONFIGURATION</a>
+Next:<a rel="next" accesskey="n" href="#INTERFACE">INTERFACE</a>,
+Previous:<a rel="previous" accesskey="p" href="#RECORDING">RECORDING</a>,
+Up:<a rel="up" accesskey="u" href="#CONFIGURATION">CONFIGURATION</a>
 <br>
+</div>
 
-<h3>PERFORMANCE</h3>
+<h3 class="section">PERFORMANCE</h3>
 
-<p>You'll spend most of your time configuring this section.  The main
+   <p>You'll spend most of your time configuring this section.  The main
 focus of performance is rendering parameters not available in the
 rendering dialog.
 
-<ul>
+     <ul>
 
-<li>CACHE ITEMS
+     <li>CACHE ITEMS
 
-<p>To speed up rendering, several assets are kept open simultaneously. 
+     <p>To speed up rendering, several assets are kept open simultaneously. 
 This determines how many are kept open.  A number too large may exhaust
 your memory pretty fast and result in a crash.  A number too small may
 result in slow playback as assets need to be reopened more frequently.
 
-</p><li>
+     </p><li>
 SECONDS TO PREROLL RENDERS
 
-<p>Some effects need a certain amount of time to settle in.  This sets a
+     <p>Some effects need a certain amount of time to settle in.  This sets a
 number of seconds to render without writing to disk before the selected
 region is rendered.  When using the renderfarm you'll sometimes need to
 preroll to get seemless transitions between the jobs.  Every job in a
@@ -829,32 +838,34 @@
 rendering, however.  Background rendering uses a different preroll
 value.
 
-</p><li>
+     </p><li>
 FORCE SINGLE PROCESSOR USE
 
-<p>Cinelerra tries to use all processors on the system by default but
+     <p>Cinelerra tries to use all processors on the system by default but
 sometimes you'll only want to use one processor, like in a renderfarm
 client.  This forces only one processer to be used.  The operating
 system, however, usually uses the second processor anyway for disk
 access so this option is really a 1.25 processor mode.  The value of
 this parameter is used in renderfarm clients.
 
-</ul>
+   </ul>
 
-<ul>
-<li><a accesskey=1 href="#BACKGROUND%20RENDERING">BACKGROUND RENDERING</a>: 
-<li><a accesskey=2 href="#RENDERFARM">RENDERFARM</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#BACKGROUND%20RENDERING">BACKGROUND RENDERING</a>: 
+<li><a accesskey="2" href="#RENDERFARM">RENDERFARM</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="BACKGROUND%20RENDERING">BACKGROUND RENDERING</a>,
-Next:<a rel=next accesskey=n href="#RENDERFARM">RENDERFARM</a>,
-Up:<a rel=up accesskey=u href="#PERFORMANCE">PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#RENDERFARM">RENDERFARM</a>,
+Up:<a rel="up" accesskey="u" href="#PERFORMANCE">PERFORMANCE</a>
 <br>
+</div>
 
-<h4>BACKGROUND RENDERING</h4>
+<h4 class="subsection">BACKGROUND RENDERING</h4>
 
-<p>Background rendering was originally concieved to allow HDTV effects to
+   <p>Background rendering was originally concieved to allow HDTV effects to
 be displayed in realtime.  Background rendering causes temporary output
 to constantly be rendered while the timeline is being modified.  The
 temporary output is played during playack whenever possible.  It's very
@@ -863,26 +874,26 @@
 renderfarm is used for background rendering, giving you the potential
 for realtime effects if enough network bandwidth and CPU nodes exist.
 
-<ul>
+     <ul>
 
-<li>FRAMES PER BACKGROUND RENDERING JOB
+     <li>FRAMES PER BACKGROUND RENDERING JOB
 
-<p>This only works if renderfarm is being used, otherwise background
+     <p>This only works if renderfarm is being used, otherwise background
 rendering creates a single job for the entire timeline.  The number of
 frames specified here is scaled to the relative CPU speed of rendering
 nodes and used in a single renderfarm job.  The optimum number is 10 -
 30 since network bandwidth is used to initialize each job.
 
-</p><li>FRAMES TO PREROLL BACKGROUND
+     </p><li>FRAMES TO PREROLL BACKGROUND
 
-<p>This is the number of frames to render ahead of each background
+     <p>This is the number of frames to render ahead of each background
 rendering job.  Background rendering is degraded when preroll is used
 since the jobs are small.  When using background rendering, this number
 is ideally 0.  Some effects may require 3 frames of preroll.
 
-</p><li>OUTPUT FOR BACKGROUND RENDERING
+     </p><li>OUTPUT FOR BACKGROUND RENDERING
 
-<p>Background rendering generates a sequence of image files in a certain
+     <p>Background rendering generates a sequence of image files in a certain
 directory.  This parameter determines the filename prefix of the image
 files.  It should be on a fast disk, accessible to every node in the
 renderfarm by the same path.  Since hundreds of thousands of image
@@ -891,317 +902,329 @@
 this option normally won't work either, but the <img src="wrench.png" alt="wrench.png">
 configuration button for this option works.
 
-</p><li>FILE FORMAT
+     </p><li>FILE FORMAT
 
-<p>The file format for background rendering has to be a sequence of
+     <p>The file format for background rendering has to be a sequence of
 images. The format of the image sequence determines the quality and
 speed of playback.  JPEG is good most of the time.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="RENDERFARM">RENDERFARM</a>,
-Previous:<a rel=previous accesskey=p href="#BACKGROUND%20RENDERING">BACKGROUND RENDERING</a>,
-Up:<a rel=up accesskey=u href="#PERFORMANCE">PERFORMANCE</a>
+Previous:<a rel="previous" accesskey="p" href="#BACKGROUND%20RENDERING">BACKGROUND RENDERING</a>,
+Up:<a rel="up" accesskey="u" href="#PERFORMANCE">PERFORMANCE</a>
 <br>
+</div>
 
-<h4>RENDERFARM</h4>
+<h4 class="subsection">RENDERFARM</h4>
 
-<p>To use the renderfarm set these options.  Ignore them for a standalone
+   <p>To use the renderfarm set these options.  Ignore them for a standalone
 system
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 USE RENDER FARM FOR RENDERING
 
-<p>When selected, all the
+     <p>When selected, all the
 <em>file-&gt;render</em> operations use the renderfarm.
 
-</p><li>
+     </p><li>
 NODES
 
-<p>Displays all the nodes on the renderfarm and which ones are active.
+     <p>Displays all the nodes on the renderfarm and which ones are active.
 
-<p>Nodes are added by entering the host name of the node, verifying the
+     <p>Nodes are added by entering the host name of the node, verifying the
 value of <em>port</em> and hitting <em>add node</em>.
 
-<p>Computer freaks may be better off editing the
+     <p>Computer freaks may be better off editing the
 <em>~/.bcast/.Cinelerra_rc</em> file than this if they have hundreds of
 nodes.  Remember that .Cinelerra_rc is overwritten whenever a copy of
 Cinelerra exits.
 
-<p>Select the <em>ON</em> column to activate and deactivate nodes once they
+     <p>Select the <em>ON</em> column to activate and deactivate nodes once they
 are created.
 
-<p>Nodes may be edited by highlighting a row and hitting <em>replace
+     <p>Nodes may be edited by highlighting a row and hitting <em>replace
 node</em>.
 
-</p><li>
+     </p><li>
 HOSTNAME
 
-<p>Edit the hostname of an existing node or enter the hostname of a new
+     <p>Edit the hostname of an existing node or enter the hostname of a new
 node here.
 
-</p><li>
+     </p><li>
 PORT
 
-<p>Edit the port of an existing node or enter the port of a new node here.
+     <p>Edit the port of an existing node or enter the port of a new node here.
 
-</p><li>
+     </p><li>
 REPLACE NODE
 
-<p>When editing an existing node, hit this to commit the changes to
+     <p>When editing an existing node, hit this to commit the changes to
 <em>HOSTNAME</em> and <em>PORT</em>.  The changes won't be committed if you
 don't hit this button.
 
-</p><li>
+     </p><li>
 ADD NODE
 
-<p>Create a new node with the <em>HOSTNAME</em> and <em>PORT</em> settings.
+     <p>Create a new node with the <em>HOSTNAME</em> and <em>PORT</em> settings.
 
-</p><li>
+     </p><li>
 DELETE NODE
 
-<p>Deletes whatever node is highlighted in the <em>NODES</em> list.
+     <p>Deletes whatever node is highlighted in the <em>NODES</em> list.
 
-</p><li>
+     </p><li>
 SORT NODES
 
-<p>Sorts the <em>NODES</em> list based on the hostname.
+     <p>Sorts the <em>NODES</em> list based on the hostname.
 
-</p><li>
+     </p><li>
 RESET RATES
 
-<p>This sets the framerate for all the nodes to 0.  Frame rates are used
+     <p>This sets the framerate for all the nodes to 0.  Frame rates are used
 to scale job sizes based on CPU speed of the node.  Frame rates are
 only calculated when renderfarm is enabled.
 
-</p><li>
+     </p><li>
 FILESYSTEM PREFIX ON REMOTE NODES
 
-<p>Sets the relative location of all the assets on the nodes.  If the
+     <p>Sets the relative location of all the assets on the nodes.  If the
 assets are in <em>/mov</em> on the master and the master filesystem is
 mounted under <em>/mnt</em> on the nodes, the filesystem prefix should be
 <em>/mnt</em>.  Ideally the assets should appear under the same directory
 on the nodes as the master.  In this case the filesystem prefix can be
 <em>/</em>.
 
-<p>You don't have to mount a shared filesystem on remote nodes.  If the
+     <p>You don't have to mount a shared filesystem on remote nodes.  If the
 shared filesystem is replicated somewhere on the slave node's hard
 drive, Cinelerra will read all the assets from the node's hard drive
 and write the output to the node's hard drive, and you won't need a
 very fast network.  This is much more difficult to pull off but it's an
 option for really slow networks.
 
-<p>You don't have to specify a file on the master node's filesystem as the
+     <p>You don't have to specify a file on the master node's filesystem as the
 output file.  If the output file is specified in some other directory
 on the slave node hard drive Cinelerra will read assets from the master
 filesystem but write to the node's hard drive.  Thus you have a way of
 rendering across an asymetric network.
 
-</p><li>
+     </p><li>
 TOTAL JOBS TO CREATE
 
-<p>Determines the number of jobs to dispatch to the renderfarm.  The more
+     <p>Determines the number of jobs to dispatch to the renderfarm.  The more
 jobs you create, the more finely balanced the renderfarm becomes.
 
-<p>Determine the total jobs to create by multiplying the number of nodes
+     <p>Determine the total jobs to create by multiplying the number of nodes
 including the master node by some number.  Multiply them by 1 to have
 one job dispatched for every node.  Multiply them by 3 to have 3 jobs
 dispatched for every node.  If you have 10 slave nodes and one master
 node, specify 33 to have a well balanced renderfarm.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="INTERFACE">INTERFACE</a>,
-Previous:<a rel=previous accesskey=p href="#PERFORMANCE">PERFORMANCE</a>,
-Up:<a rel=up accesskey=u href="#CONFIGURATION">CONFIGURATION</a>
+Previous:<a rel="previous" accesskey="p" href="#PERFORMANCE">PERFORMANCE</a>,
+Up:<a rel="up" accesskey="u" href="#CONFIGURATION">CONFIGURATION</a>
 <br>
+</div>
 
-<h3>INTERFACE</h3>
+<h3 class="section">INTERFACE</h3>
 
-<p>These parameters affect purely how the user interface works.
+   <p>These parameters affect purely how the user interface works.
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 INDEX FILES GO HERE
 
-<p>Back in the days when 4 MB/sec was unearthly speed for a hard drive,
+     <p>Back in the days when 4 MB/sec was unearthly speed for a hard drive,
 index files were introduced to speed up drawing the audio tracks.  This
 option determines where index files are placed on the hard drive.
 
-</p><li>
+     </p><li>
 SIZE OF INDEX FILE
 
-<p>Determines the size of an index file. Larger index sizes allow smaller
+     <p>Determines the size of an index file. Larger index sizes allow smaller
 files to be drawn faster while slowing down the drawing of large files. 
 Smaller index sizes allow large files to be drawn faster while slowing
 down small files.
 
-</p><li>
+     </p><li>
 NUMBER OF INDEX FILES TO KEEP
 
-<p>To keep the index directory from becoming unruly, old index files are
+     <p>To keep the index directory from becoming unruly, old index files are
 deleted. This determines the maximum number of index files to keep in
 the directory.
 
-</p><li>
+     </p><li>
 DELETE ALL INDEXES
 
-<p>When you change the index size or you want to clean out excessive index
+     <p>When you change the index size or you want to clean out excessive index
 files, this deletes all the index files.
 
-</p><li>USE HOURS:MINUTES:SECONDS.XXX
+     </p><li>USE HOURS:MINUTES:SECONDS.XXX
 
-<p>Various representations of time are given.  Select the most convenient
+     <p>Various representations of time are given.  Select the most convenient
 one.  The time representation can also be changed by <em>CTRL</em>
 clicking on the time ruler.
 
-</p><li>USE THUMBNAILS
+     </p><li>USE THUMBNAILS
 
-<p>The Resource Window displays thumbnails of assets by default.  This can
+     <p>The Resource Window displays thumbnails of assets by default.  This can
 take a long time to set up.  This option disables the thumbnails.
 
-</p><li>CLICKING IN/OUT POINTS DOES WHAT
+     </p><li>CLICKING IN/OUT POINTS DOES WHAT
 
-<p>Cinelerra not only allows you to perform editing by dragging in/out
+     <p>Cinelerra not only allows you to perform editing by dragging in/out
 points but also defines three seperate operations which occur when you
 drag an in/out point. For each mouse button you select the behavior in
 this window. The usage of each editing mode is described in editing.
 
-</p><li>MIN DB FOR METER
+     </p><li>MIN DB FOR METER
 
-<p>Some sound sources have a lower noise threshold than others. 
+     <p>Some sound sources have a lower noise threshold than others. 
 Everything below the noise threshold is meaningless.  This option sets
 the meters to clip below a certain level.  Consumer soundcards usually
 bottom out at -65.  Professional soundcards bottom out at -90.
 
-</p><li>FORMAT FOR METER
+     </p><li>FORMAT FOR METER
 
-<p>This option allows you to select the format for all the VU meters. If
+     <p>This option allows you to select the format for all the VU meters. If
 you're a CS major select percentage and if you're a EE major select DB. 
 With that, be aware all levels in Cinelerra are input as DB.
 
-</p><li>THEME
+     </p><li>THEME
 
-<p>Cinelerra supports variable themes.  Select one here and restart
+     <p>Cinelerra supports variable themes.  Select one here and restart
 Cinelerra to see it.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>,
-Next:<a rel=next accesskey=n href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>,
-Previous:<a rel=previous accesskey=p href="#CONFIGURATION">CONFIGURATION</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>,
+Previous:<a rel="previous" accesskey="p" href="#CONFIGURATION">CONFIGURATION</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>THE MAIN WINDOWS</h2>
+<h2 class="chapter">THE MAIN WINDOWS</h2>
 
-<p>When Cinelerra first starts, you'll get four main windows.  Hitting
+   <p>When Cinelerra first starts, you'll get four main windows.  Hitting
 <em>CTRL-w</em> in any window closes it.
 
-<ul>
+     <ul>
 
-<li>Viewer
+     <li>Viewer
 
-<p>In here you'll scrub around source media and clips, selecting regions
+     <p>In here you'll scrub around source media and clips, selecting regions
 to paste into the project.  Operations done in the viewer affect a
 temporary EDL or a clip but not the timeline.
 
-</p><li>Compositor
+     </p><li>Compositor
 
-<p>This window displays the output of the timeline.  It's the interface
+     <p>This window displays the output of the timeline.  It's the interface
 for most compositing operations or operations that affect the
 appearance of the timeline output.  Operations done in the Compositor
 affect the timeline but don't affect clips.
 
-</p><li>Program
+     </p><li>Program
 
-<p>This contains the timeline and the entry point for all menu driven
+     <p>This contains the timeline and the entry point for all menu driven
 operations.  The timeline consists of a vertical stack of tracks with
 horizontal representation of time.  This defines the output of
 rendering operations and what is saved when you save files.
 
-</p><li>Resources
+     </p><li>Resources
 
-<p>Effects, transitions, clips, and assets are accessed here.  Most of the
+     <p>Effects, transitions, clips, and assets are accessed here.  Most of the
 resources are inserted into the project by dragging them out of the
 resource window.  Management of resource allocation is also performed
 here.
 
-</ul>
+   </ul>
 
-<p>Under the <em>Window</em> menu you'll find options affecting the main
+   <p>Under the <em>Window</em> menu you'll find options affecting the main
 windows.  <em>default positions</em> repositions all the windows to a 4
 screen editing configuration.  On dual headed displays, the
 <em>default positions</em> operation fills only one monitor with windows.
 
-<p>An additional window, the <em>levels window</em> can be brought up from
+   <p>An additional window, the <em>levels window</em> can be brought up from
 the <em>Window</em> menu.  The <em>levels</em> window displays the output
 audio levels after all mixing is done.
 
+<div class="node">
 <p><hr>
 Node:<a name="LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>,
-Next:<a rel=next accesskey=n href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>,
-Previous:<a rel=previous accesskey=p href="#THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>,
+Previous:<a rel="previous" accesskey="p" href="#THE%20MAIN%20WINDOWS">THE MAIN WINDOWS</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>LOADING AND SAVING FILES</h2>
+<h2 class="chapter">LOADING AND SAVING FILES</h2>
 
-<ul>
-<li><a accesskey=1 href="#LOADING%20FILES">LOADING FILES</a>: 
-<li><a accesskey=2 href="#LOADING%20THE%20BACKUP">LOADING THE BACKUP</a>: 
-<li><a accesskey=3 href="#SAVING%20FILES">SAVING FILES</a>: 
-<li><a accesskey=4 href="#RENDERING%20FILES">RENDERING FILES</a>: 
-<li><a accesskey=5 href="#THE%20RENDER%20FARM">THE RENDER FARM</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#LOADING%20FILES">LOADING FILES</a>: 
+<li><a accesskey="2" href="#LOADING%20THE%20BACKUP">LOADING THE BACKUP</a>: 
+<li><a accesskey="3" href="#SAVING%20FILES">SAVING FILES</a>: 
+<li><a accesskey="4" href="#RENDERING%20FILES">RENDERING FILES</a>: 
+<li><a accesskey="5" href="#THE%20RENDER%20FARM">THE RENDER FARM</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="LOADING%20FILES">LOADING FILES</a>,
-Next:<a rel=next accesskey=n href="#LOADING%20THE%20BACKUP">LOADING THE BACKUP</a>,
-Up:<a rel=up accesskey=u href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
+Next:<a rel="next" accesskey="n" href="#LOADING%20THE%20BACKUP">LOADING THE BACKUP</a>,
+Up:<a rel="up" accesskey="u" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
 <br>
+</div>
 
-<h3>LOADING FILES</h3>
+<h3 class="section">LOADING FILES</h3>
 
-<p>All data that you work with in Cinelerra is acquired either by
+   <p>All data that you work with in Cinelerra is acquired either by
 <em>recording from a device</em> or by <em>loading from disk</em>.  This
 section describes loading.
 
-<p>The loading and playing of files is just as you would expect. Just go
+   <p>The loading and playing of files is just as you would expect. Just go
 to <em>file-&gt;Load</em>, select a file for loading, and hit <em>ok</em>. Hit
 the forward play button and it should start playing, regardless of
 whether a progress bar has popped up.
 
-<p>Another way to load files is to pass the filenames as arguments on the
+   <p>Another way to load files is to pass the filenames as arguments on the
 command line.  This creates new tracks for every file and starts the
 program with all the arguments loaded.
 
-<p>If the file is a still image, the project's attributes are not changed
+   <p>If the file is a still image, the project's attributes are not changed
 and the first frame of the track becomes the image.  If the file has
 audio, Cinelerra may build an index file for it to speed up drawing. 
 You can edit and play the file while the index file is being built.
 
-<ul>
-<li><a accesskey=1 href="#SUPPORTED%20FILE%20FORMATS">SUPPORTED FILE FORMATS</a>: 
-<li><a accesskey=2 href="#INSERTION%20STRATEGY">INSERTION STRATEGY</a>: 
-<li><a accesskey=3 href="#LOADING%20MULTIPLE%20FILES">LOADING MULTIPLE FILES</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#SUPPORTED%20FILE%20FORMATS">SUPPORTED FILE FORMATS</a>: 
+<li><a accesskey="2" href="#INSERTION%20STRATEGY">INSERTION STRATEGY</a>: 
+<li><a accesskey="3" href="#LOADING%20MULTIPLE%20FILES">LOADING MULTIPLE FILES</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="SUPPORTED%20FILE%20FORMATS">SUPPORTED FILE FORMATS</a>,
-Next:<a rel=next accesskey=n href="#INSERTION%20STRATEGY">INSERTION STRATEGY</a>,
-Up:<a rel=up accesskey=u href="#LOADING%20FILES">LOADING FILES</a>
+Next:<a rel="next" accesskey="n" href="#INSERTION%20STRATEGY">INSERTION STRATEGY</a>,
+Up:<a rel="up" accesskey="u" href="#LOADING%20FILES">LOADING FILES</a>
 <br>
+</div>
 
-<h4>SUPPORTED FILE FORMATS</h4>
+<h4 class="subsection">SUPPORTED FILE FORMATS</h4>
 
-<p>The format of the file affects what Cinelerra does with it.  Some
+   <p>The format of the file affects what Cinelerra does with it.  Some
 formats replace all the project settings.  Some just insert data with
 existing project settings.  If your project sample rate is 48khz and
 you load a sound file with 96khz, you'll still be playing it at
@@ -1209,158 +1232,164 @@
 an XML file at 96khz and the current project sample rate is 48khz,
 you'll change it to 96khz.  Supported file formats are currently:
 
-<ul>
+     <ul>
 <li>WAV
 <li>PCM
 <li>AIFF
 <li>Uncompresed Quicktime
 
-<p>Quicktime is not the standard for UNIX but we use it because it's well
+     <p>Quicktime is not the standard for UNIX but we use it because it's well
 documented.  All of the Quicktime movies on the internet are
 compressed.  Cinelerra doesn't support compressed Quicktime movies. 
 Most of the Quicktime footage dealt with in Cinelerra is generated by
 Cinelerra either recording from a device or rendering.  The best
 Quicktime settings to use are JPEG video and twos audio.
 
-</p><li>JPEG, PNG, TIFF, TGA sequences
+     </p><li>JPEG, PNG, TIFF, TGA sequences
 
-<p>Cinelerra generates a special table of contents file when you render an
+     <p>Cinelerra generates a special table of contents file when you render an
 image sequence.  You can either select every image file to load or
 select the table of contents when the rendering is done.  Selecting the
 table of contents is faster and doesn't fill up the resource window
 with thousands of images.
 
-</p><li>JPEG, PNG, TIFF, TGA still images
+     </p><li>JPEG, PNG, TIFF, TGA still images
 
-<p>When loaded, the image takes up one frame in length and doesn't change
+     <p>When loaded, the image takes up one frame in length and doesn't change
 the project attributes.
 
-</p><li>AVI with mp3 audio and MPEG-4 video
+     </p><li>AVI with mp3 audio and MPEG-4 video
 
-<li>MPEG 1, 2 video
+     <li>MPEG 1, 2 video
 
-<p>You need to run <em>mpeg3toc</em> to generate a table of contents for
+     <p>You need to run <em>mpeg3toc</em> to generate a table of contents for
 these, then load the table of contents.  If you want to edit a DVD,
 find the corresponding <em>ifo</em> file for the program of interest and run
 
-<br><pre>mpeg3toc /cdrom/video_ts/vts_01_0.ifo dvd.toc
-</pre>
+     <pre class="example">          mpeg3toc /cdrom/video_ts/vts_01_0.ifo dvd.toc
+          </pre>
 
-<p>or something similar.  Then load <em>dvd.toc</em>.  This allows frame
+     <p>or something similar.  Then load <em>dvd.toc</em>.  This allows frame
 accurate editing where none would be possible otherwise.
 
-</p><li>MPEG program streams and transport streams
+     </p><li>MPEG program streams and transport streams
 
-<p>You need to run <em>mpeg3toc</em> on these just like MPEG 1,2 video. 
+     <p>You need to run <em>mpeg3toc</em> on these just like MPEG 1,2 video. 
 Program and transport streams are structured into multiple tracks. 
 Each track can be video or audio.  Each audio track can have 1-6
 channels.  Cinelerra converts each channel of audio into a track, so
 for MPEG streams with multiple tracks, the tracks will be flattened.
 
-</p><li>MPEG audio layer II, III
+     </p><li>MPEG audio layer II, III
 
-<p>These can be loaded directly with no table of contents.  Variable
+     <p>These can be loaded directly with no table of contents.  Variable
 bitrate streams may need a table of contents but are playable without
 it.
 
-</p><li>AC3 audio
+     </p><li>AC3 audio
 
-<li>XML
+     <li>XML
 
-<p>These are generated by Cinelerra for storing edit lists.  They change
+     <p>These are generated by Cinelerra for storing edit lists.  They change
 project attributes when loaded.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="INSERTION%20STRATEGY">INSERTION STRATEGY</a>,
-Next:<a rel=next accesskey=n href="#LOADING%20MULTIPLE%20FILES">LOADING MULTIPLE FILES</a>,
-Previous:<a rel=previous accesskey=p href="#SUPPORTED%20FILE%20FORMATS">SUPPORTED FILE FORMATS</a>,
-Up:<a rel=up accesskey=u href="#LOADING%20FILES">LOADING FILES</a>
+Next:<a rel="next" accesskey="n" href="#LOADING%20MULTIPLE%20FILES">LOADING MULTIPLE FILES</a>,
+Previous:<a rel="previous" accesskey="p" href="#SUPPORTED%20FILE%20FORMATS">SUPPORTED FILE FORMATS</a>,
+Up:<a rel="up" accesskey="u" href="#LOADING%20FILES">LOADING FILES</a>
 <br>
+</div>
 
-<h4>INSERTION STRATEGY</h4>
+<h4 class="subsection">INSERTION STRATEGY</h4>
 
-<p>Usually three things happen when you load a file.  First the existing
+   <p>Usually three things happen when you load a file.  First the existing
 project is cleared from the screen, second the project's attributes are
 changed to match the file's, and finally the new file's tracks are
 created in the timeline.
 
-<p>But Cinelerra lets you change what happens when you load a file.
+   <p>But Cinelerra lets you change what happens when you load a file.
 
-<p>In the file selection box go to the <em>Insertion strategy</em> box and
+   <p>In the file selection box go to the <em>Insertion strategy</em> box and
 select it.  Each of these options loads the file a different way.
 
-<ul>
+     <ul>
 
-<li>Replace current project
+     <li>Replace current project
 
-<p>All tracks in the current project are deleted and new tracks are
+     <p>All tracks in the current project are deleted and new tracks are
 created to match the source.  Project attributes are only changed when
 loading XML.  If multiple files are selected it adds new tracks for
 every file.
 
-</p><li>Replace current project and concatenate tracks
+     </p><li>Replace current project and concatenate tracks
 
-<p>Same as replace current project except if multiple files are selected
+     <p>Same as replace current project except if multiple files are selected
 it concatenates the tracks of every file after the first.
 
-</p><li>Append in new tracks
+     </p><li>Append in new tracks
 
-<p>The current project is not deleted and new tracks are created for the
+     <p>The current project is not deleted and new tracks are created for the
 source.
 
-</p><li>Concatenate to existing tracks
+     </p><li>Concatenate to existing tracks
 
-<p>The current project is not deleted and new files are concatenated to
+     <p>The current project is not deleted and new files are concatenated to
 the existing tracks.
 
-</p><li>Paste at insertion point
+     </p><li>Paste at insertion point
 
-<p>The file is pasted in like a normal paste operation.
+     <p>The file is pasted in like a normal paste operation.
 
-</p><li>Create new resources only
+     </p><li>Create new resources only
 
-<p>The timeline is unchanged and new resources are created in the Resource
+     <p>The timeline is unchanged and new resources are created in the Resource
 Window.
 
-</ul>
+   </ul>
 
-<p>The insertion strategy is a recurring option in many of Cinelerra's
+   <p>The insertion strategy is a recurring option in many of Cinelerra's
 functions.  In each place the options do the same thing.  With these
 options you can almost do all your editing by loading files.
 
-<p>If you load files by passing command line arguments to Cinelerra, the
+   <p>If you load files by passing command line arguments to Cinelerra, the
 files are loaded with <em>Replace current project</em> rules.
 
+<div class="node">
 <p><hr>
 Node:<a name="LOADING%20MULTIPLE%20FILES">LOADING MULTIPLE FILES</a>,
-Previous:<a rel=previous accesskey=p href="#INSERTION%20STRATEGY">INSERTION STRATEGY</a>,
-Up:<a rel=up accesskey=u href="#LOADING%20FILES">LOADING FILES</a>
+Previous:<a rel="previous" accesskey="p" href="#INSERTION%20STRATEGY">INSERTION STRATEGY</a>,
+Up:<a rel="up" accesskey="u" href="#LOADING%20FILES">LOADING FILES</a>
 <br>
+</div>
 
-<h4>LOADING MULTIPLE FILES</h4>
+<h4 class="subsection">LOADING MULTIPLE FILES</h4>
 
-<p>In the file selection box go to the list of files.  Select a file.  Go
+   <p>In the file selection box go to the list of files.  Select a file.  Go
 to another file and select it while holding down <em>CTRL</em>.  This
 selects one additional file.  Go to another file and select it while
 holding down <em>SHIFT</em>.  This selects every intervening file.  This
 behavior is available in most every list box.
 
-<p>Select a bunch of mp3 files and <em>Replace current project and
+   <p>Select a bunch of mp3 files and <em>Replace current project and
 concatenate tracks</em> in the insertion strategy to create a song
 playlist.
 
+<div class="node">
 <p><hr>
 Node:<a name="LOADING%20THE%20BACKUP">LOADING THE BACKUP</a>,
-Next:<a rel=next accesskey=n href="#SAVING%20FILES">SAVING FILES</a>,
-Previous:<a rel=previous accesskey=p href="#LOADING%20FILES">LOADING FILES</a>,
-Up:<a rel=up accesskey=u href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
+Next:<a rel="next" accesskey="n" href="#SAVING%20FILES">SAVING FILES</a>,
+Previous:<a rel="previous" accesskey="p" href="#LOADING%20FILES">LOADING FILES</a>,
+Up:<a rel="up" accesskey="u" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
 <br>
+</div>
 
-<h3>LOADING THE BACKUP</h3>
+<h3 class="section">LOADING THE BACKUP</h3>
 
-<p>There is one special XML file on disk at all times.  After every
+   <p>There is one special XML file on disk at all times.  After every
 editing operation Cinelerra saves the current project to a backup in
 <em>$HOME/.bcast/backup.xml</em>.  In the event of a crash go to
 <em>file-&gt;load backup</em> to load the backup.  It is important after a
@@ -1368,40 +1397,42 @@
 Loading the backup should be the first operation or you'll overwrite
 the backup.
 
+<div class="node">
 <p><hr>
 Node:<a name="SAVING%20FILES">SAVING FILES</a>,
-Next:<a rel=next accesskey=n href="#RENDERING%20FILES">RENDERING FILES</a>,
-Previous:<a rel=previous accesskey=p href="#LOADING%20THE%20BACKUP">LOADING THE BACKUP</a>,
-Up:<a rel=up accesskey=u href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
+Next:<a rel="next" accesskey="n" href="#RENDERING%20FILES">RENDERING FILES</a>,
+Previous:<a rel="previous" accesskey="p" href="#LOADING%20THE%20BACKUP">LOADING THE BACKUP</a>,
+Up:<a rel="up" accesskey="u" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
 <br>
+</div>
 
-<h3>SAVING FILES</h3>
+<h3 class="section">SAVING FILES</h3>
 
-<p>When Cinelerra saves a file it saves an edit decision list of the
+   <p>When Cinelerra saves a file it saves an edit decision list of the
 current project but doesn't save any media.  Go to <em>File-&gt;save
 as...</em>.  Select a file to overwrite or enter a new file.  Cinelerra
 automatically concatenates <em>.xml</em> to the filename if no
 <em>.xml</em> extension is given.
 
-<p>The saved file contains all the project settings and locations of every
+   <p>The saved file contains all the project settings and locations of every
 edit but instead of media it contains pointers to the original media
 files on disk.
 
-<p>For each media file the XML file stores either an absolute path or just
+   <p>For each media file the XML file stores either an absolute path or just
 the relative path.  If the media is in the same directory as the XML
 file a relative path is saved.  If it's in a different directory an
 absolute path is saved.
 
-<p>In order to move XML files around without breaking the media linkages
+   <p>In order to move XML files around without breaking the media linkages
 you either need to keep the media in the same directory as XML file
 forever or save the XML file in a different directory than the media
 and not move the media ever again.
 
-<p>If you want to create an audio playlist and burn it on CD-ROM, save the
+   <p>If you want to create an audio playlist and burn it on CD-ROM, save the
 XML file in the same directory as the audio files and burn the entire
 directory.  This keeps the media paths relative.
 
-<p>XML files are useful for saving the current state before going to sleep
+   <p>XML files are useful for saving the current state before going to sleep
 and saving audio playlists but they're limited in that they're specific
 to Cinelerra.  You can't play XML files in a dedicated movie player. 
 Realtime effects in an XML file have to be resynthesized every time you
@@ -1410,16 +1441,18 @@
 lot of electricity to spin.  For a more persistent storage of the
 output there's rendering.
 
+<div class="node">
 <p><hr>
 Node:<a name="RENDERING%20FILES">RENDERING FILES</a>,
-Next:<a rel=next accesskey=n href="#THE%20RENDER%20FARM">THE RENDER FARM</a>,
-Previous:<a rel=previous accesskey=p href="#SAVING%20FILES">SAVING FILES</a>,
-Up:<a rel=up accesskey=u href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
+Next:<a rel="next" accesskey="n" href="#THE%20RENDER%20FARM">THE RENDER FARM</a>,
+Previous:<a rel="previous" accesskey="p" href="#SAVING%20FILES">SAVING FILES</a>,
+Up:<a rel="up" accesskey="u" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
 <br>
+</div>
 
-<h3>RENDERING FILES</h3>
+<h3 class="section">RENDERING FILES</h3>
 
-<p>Rendering takes a section of the timeline, performs all the editing,
+   <p>Rendering takes a section of the timeline, performs all the editing,
 effects and compositing, and stores it in a pure movie file.  You can
 then delete all the source assets, play the rendered file in a movie
 player, or bring it back into Cinelerra for more editing.  It's very
@@ -1427,18 +1460,18 @@
 however, so keep the original assets and XML file around several days
 after you render it.
 
-<p>To begin a render operation you need to define a region of the timeline
+   <p>To begin a render operation you need to define a region of the timeline
 to render.  The navigation section describes methods of defining
 regions.  See <a href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>.  When a region is highlighted
 or in/out points are set, the affected region is rendered.  When no
 region is highlighted, everything after the insertion point is
 rendered.
 
-<p>Go to <em>File-&gt;render</em> to bring up the render dialog.  Select the
+   <p>Go to <em>File-&gt;render</em> to bring up the render dialog.  Select the
 magnifying glass to bring up a file selection dialog.  This determines
 the filename to write the rendered file to.
 
-<p>In the render dialog select a format from the <em>File Format</em> menu. 
+   <p>In the render dialog select a format from the <em>File Format</em> menu. 
 The format of the file determines whether you can render audio or video
 or both.  Select <em>Render audio tracks</em> to generate audio tracks
 and <em>Render video tracks</em> to generate video tracks.  Select the
@@ -1448,28 +1481,28 @@
 selected and the file format doesn't support it, trying to render will
 pop up an error.
 
-<p>The <em>Create new file at each label</em> option causes a new file to be
+   <p>The <em>Create new file at each label</em> option causes a new file to be
 created when every label in the timeline is encountered.  This is
 useful for dividing long audio recordings into individual tracks.  When
 using the renderfarm, <em>Create new file at each label</em> causes one
 renderfarm job to be created at every label instead of using the
 internal load balancing algorithm to space jobs.
 
-<p>When <em>Create new file at each label</em> is selected, a new filename
+   <p>When <em>Create new file at each label</em> is selected, a new filename
 is created for every output file.  If the filename given in the render
 dialog has a 2 digit number in it, the 2 digit number is overwritten
 with a different incremental number for every output file.  If no 2
 digit number is given, Cinelerra automatically concatenates a number to
 the end of the given filename for every output file.
 
-<p>In the filename <em>/hmov/track01.wav</em> the <em>01</em> would be
+   <p>In the filename <em>/hmov/track01.wav</em> the <em>01</em> would be
 overwritten for every output file.  The filename
 <em>/hmov/track.wav</em>; however, would become <em>/hmov/track.wav001</em>
 and so on and so forth.  Filename regeneration is only used when either
 renderfarm mode is active or creating new files for every label is
 active.
 
-<p>Finally the render dialog lets you select an insertion mode.  The
+   <p>Finally the render dialog lets you select an insertion mode.  The
 insertion modes are the same as with loading files.  In this case if
 you select <em>insert nothing</em> the file will be written out to disk
 without changing the current project.  For other insertion strategies
@@ -1478,51 +1511,53 @@
 See <a href="#EDITING">EDITING</a>.  Editing describes how to cause output to be inserted
 at the right position.
 
-<p>It should be noted that even if you only have audio or only have video
+   <p>It should be noted that even if you only have audio or only have video
 rendered, a <em>paste</em> insertion strategy will behave like a normal
 paste operation, erasing any selected region of the timeline and
 pasting just the data that was rendered.  If you render only audio and
 have some video tracks armed, the video tracks will get truncated while
 the audio output is pasted into the audio tracks.
 
+<div class="node">
 <p><hr>
 Node:<a name="THE%20RENDER%20FARM">THE RENDER FARM</a>,
-Previous:<a rel=previous accesskey=p href="#RENDERING%20FILES">RENDERING FILES</a>,
-Up:<a rel=up accesskey=u href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
+Previous:<a rel="previous" accesskey="p" href="#RENDERING%20FILES">RENDERING FILES</a>,
+Up:<a rel="up" accesskey="u" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>
 <br>
+</div>
 
-<h3>THE RENDER FARM</h3>
+<h3 class="section">THE RENDER FARM</h3>
 
-<p>When bicubic interpolation and HDTV was first done on Cinelerra, the
+   <p>When bicubic interpolation and HDTV was first done on Cinelerra, the
 time needed to produce the simplest output became unbearable even on
 the fastest dual 1.7Ghz Xeon of the time.  Renderfarm support even in
 the simplest form brings HDTV times back in line with SD while making
 SD faster than realtime.
 
-<p>While the renderfarm interface isn't spectacular, it's simple enough to
+   <p>While the renderfarm interface isn't spectacular, it's simple enough to
 use inside an editing suite with less than a dozen nodes without going
 through the same amount of hassle you would with a several hundred node
 farm.  Renderfarm is invoked transparently for all file-&gt;render
 operations when it is enabled in the preferences.
 
-<p>It should be noted that <em>Create new file at each label</em> causes a
+   <p>It should be noted that <em>Create new file at each label</em> causes a
 new renderfarm job to be created at each label instead of the default
 load balancing.  If this option is selected when no labels exist, only
 one job will be created.
 
-<p>A Cinelerra renderfarm is organized into a master node and any number
+   <p>A Cinelerra renderfarm is organized into a master node and any number
 of slave nodes.  The master node is the computer which is running the
 GUI.  The slave nodes are anywhere else on the network and are run from
 the command line.
 
-<p>Cinelerra divides the selected region of the timeline into a certain
+   <p>Cinelerra divides the selected region of the timeline into a certain
 number of jobs which are then dispatched to the different nodes
 depending on the load balance.  The nodes process the jobs and write
 their output to individual files on the filesystem.  The output files
 are not concatenated.  It's important for all the nodes and the master
 node to use the same filesystem for assets, mounted over the network.
 
-<p>Since most of the time you'll want to bring in the rendered output and
+   <p>Since most of the time you'll want to bring in the rendered output and
 fine tune it on the timeline, the jobs are left in individual files. 
 You can load these using <em>concatenate mode</em> and render them again
 with renderfarm disabled.  If the track and output dimensions equal the
@@ -1531,173 +1566,181 @@
 MPEG has the distinction that you can concatenate the subfiles with the
 UNIX cat utility.
 
-<p>Configuration of the renderfarm is described in the configuration
+   <p>Configuration of the renderfarm is described in the configuration
 chapter See <a href="#RENDERFARM">RENDERFARM</a>.  The slave nodes traditionally read and
 write data to a common filesystem over a network, thus they don't need
 hard drives.
 
-<p>Ideally all the nodes on the renderfarm have similar CPU performance. 
+   <p>Ideally all the nodes on the renderfarm have similar CPU performance. 
 Cinelerra load balances on a first come first serve basis.  If the last
 segment is dispatched to the slowest node, all the fastest nodes may
 end up waiting for the slowest node to finish while they themselves
 could have rendered it faster.
 
+<div class="node">
 <p><hr>
 Node:<a name="NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>,
-Next:<a rel=next accesskey=n href="#EDITING">EDITING</a>,
-Previous:<a rel=previous accesskey=p href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#EDITING">EDITING</a>,
+Previous:<a rel="previous" accesskey="p" href="#LOADING%20AND%20SAVING%20FILES">LOADING AND SAVING FILES</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>NAVIGATING THE PROJECT</h2>
+<h2 class="chapter">NAVIGATING THE PROJECT</h2>
 
-<p>The thing you want to do most of the time is get to a certain time and
+   <p>The thing you want to do most of the time is get to a certain time and
 place in the media.  Internally the media is organized into tracks. 
 Each track extends across time.  Navigation involves both getting to a
 track and getting to a certain time in the track.
 
-<ul>
-<li><a accesskey=1 href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>: 
-<li><a accesskey=2 href="#NAVIGATING%20THE%20VIEWER%20AND%20COMPOSITOR">NAVIGATING THE VIEWER AND COMPOSITOR</a>: 
-<li><a accesskey=3 href="#NAVIGATING%20THE%20RESOURCES">NAVIGATING THE RESOURCES</a>: 
-<li><a accesskey=4 href="#USING%20THE%20TRANSPORT%20CONTROLS">USING THE TRANSPORT CONTROLS</a>: 
-<li><a accesskey=5 href="#USING%20BACKGROUND%20RENDERING">USING BACKGROUND RENDERING</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>: 
+<li><a accesskey="2" href="#NAVIGATING%20THE%20VIEWER%20AND%20COMPOSITOR">NAVIGATING THE VIEWER AND COMPOSITOR</a>: 
+<li><a accesskey="3" href="#NAVIGATING%20THE%20RESOURCES">NAVIGATING THE RESOURCES</a>: 
+<li><a accesskey="4" href="#USING%20THE%20TRANSPORT%20CONTROLS">USING THE TRANSPORT CONTROLS</a>: 
+<li><a accesskey="5" href="#USING%20BACKGROUND%20RENDERING">USING BACKGROUND RENDERING</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>,
-Next:<a rel=next accesskey=n href="#NAVIGATING%20THE%20VIEWER%20AND%20COMPOSITOR">NAVIGATING THE VIEWER AND COMPOSITOR</a>,
-Up:<a rel=up accesskey=u href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
+Next:<a rel="next" accesskey="n" href="#NAVIGATING%20THE%20VIEWER%20AND%20COMPOSITOR">NAVIGATING THE VIEWER AND COMPOSITOR</a>,
+Up:<a rel="up" accesskey="u" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
 <br>
+</div>
 
-<h3>NAVIGATING THE PROGRAM WINDOW</h3>
+<h3 class="section">NAVIGATING THE PROGRAM WINDOW</h3>
 
-<p>The program window contains many features for navigation and displays
+   <p>The program window contains many features for navigation and displays
 the timeline as it is structured in memory: tracks stacked vertically
 and extending across time.  The horizontal scroll bar allows you to
 scan across time.  The vertical scroll bar allows you to scan across
 tracks.
 
-<p>Below the timeline you'll find the zoom panel.  The zoom panel contains
+   <p>Below the timeline you'll find the zoom panel.  The zoom panel contains
 values for <em>sample zoom</em>, <em>amplitude</em>, and <em>track
 zoom</em>.  These values in addition to the scrollbars are all that's
 needed to position the timeline.
 
 <br><p>
-<img src="zoompanel.png" alt="zoompanel.png">
+   <img src="zoompanel.png" alt="zoompanel.png">
 
-<p>Changing the <em>sample zoom</em> causes the amount of time visible to
+   <p>Changing the <em>sample zoom</em> causes the amount of time visible to
 change.  <em>If your mouse has a wheel and it works in X11 go over
 the tumblers and use the wheel to zoom in and out.</em>
 
-<p>The <em>amplitude</em> only affects audio.  It determines how big the
+   <p>The <em>amplitude</em> only affects audio.  It determines how big the
 waveform is if the waveform is drawn.
 
-<p>The <em>track zoom</em> affects all tracks.  It determines the height of
+   <p>The <em>track zoom</em> affects all tracks.  It determines the height of
 each track.  If you change the track zoom the amplitude zoom
 compensates so  audio waveforms look proportional.
 
-<p>In addition to the graphical tools, you'll probably more often use the
+   <p>In addition to the graphical tools, you'll probably more often use the
 keyboard to navigate.  Use <em>PAGE UP</em> and <em>PAGE DOWN</em> to
 scroll up and down the tracks.
 
-<p>Use the <em>LEFT</em> and <em>RIGHT</em> arrows to move across time. 
+   <p>Use the <em>LEFT</em> and <em>RIGHT</em> arrows to move across time. 
 You'll often need to scroll beyond the end of the timeline but
 scrollbars won't let you do it.  Instead use the <em>RIGHT</em> arrow to
 scroll past the end of timeline.
 
-<p>Use the <em>UP</em> and <em>DOWN</em> arrows to change the sample zoom by a
+   <p>Use the <em>UP</em> and <em>DOWN</em> arrows to change the sample zoom by a
 power of 2.
 
-<p><em>CTRL-UP</em> and <em>CTRL-DOWN</em> cause the amplitude zoom to change.
+   <p><em>CTRL-UP</em> and <em>CTRL-DOWN</em> cause the amplitude zoom to change.
 
-<p><em>CTRL-PGUP</em> and <em>CTRL-PGDOWN</em> cause the track zoom to change.
+   <p><em>CTRL-PGUP</em> and <em>CTRL-PGDOWN</em> cause the track zoom to change.
 
-<ul>
-<li><a accesskey=1 href="#THE%20INSERTION%20POINT">THE INSERTION POINT</a>: 
-<li><a accesskey=2 href="#THE%20IN%2fOUT%20POINTS">THE IN/OUT POINTS</a>: 
-<li><a accesskey=3 href="#USING%20LABELS%20IN%20THE%20PROGRAM%20WINDOW">USING LABELS IN THE PROGRAM WINDOW</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#THE%20INSERTION%20POINT">THE INSERTION POINT</a>: 
+<li><a accesskey="2" href="#THE%20IN%2fOUT%20POINTS">THE IN/OUT POINTS</a>: 
+<li><a accesskey="3" href="#USING%20LABELS%20IN%20THE%20PROGRAM%20WINDOW">USING LABELS IN THE PROGRAM WINDOW</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="THE%20INSERTION%20POINT">THE INSERTION POINT</a>,
-Next:<a rel=next accesskey=n href="#THE%20IN%2fOUT%20POINTS">THE IN/OUT POINTS</a>,
-Up:<a rel=up accesskey=u href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>
+Next:<a rel="next" accesskey="n" href="#THE%20IN%2fOUT%20POINTS">THE IN/OUT POINTS</a>,
+Up:<a rel="up" accesskey="u" href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>
 <br>
+</div>
 
-<h4>THE INSERTION POINT</h4>
+<h4 class="subsection">THE INSERTION POINT</h4>
 
-<p>By default you'll see a flashing insertion point in the program window
+   <p>By default you'll see a flashing insertion point in the program window
 the first time you boot it up.  This is where new media is pasted onto
 the timeline.  It's also the starting point of all playback
 operations.  When rendering it defines the region of the timeline to be
 rendered.
 
-<p>The insertion point is normally moved by clicking inside the timebar. 
+   <p>The insertion point is normally moved by clicking inside the timebar. 
 Any region of the timebar not obscured by labels and in/out points is a
 hotspot for repositioning the insertion point.
 
 <br><p>
-<img src="main_timebar.png" alt="main_timebar.png">
+   <img src="main_timebar.png" alt="main_timebar.png">
 <em>The main timebar</em>
 
-<p>The insertion point also can be moved by clicking in the timeline
+   <p>The insertion point also can be moved by clicking in the timeline
 itself, but not always.  The insertion point has two modes of
 operation:
 
-<ul>
+     <ul>
 <li>drag and drop mode
 
-<li>cut and paste mode
+     <li>cut and paste mode
 
-</ul>
+   </ul>
 
-<p>The mode of operation is determined by selecting the arrow or the
+   <p>The mode of operation is determined by selecting the arrow or the
 i-beam in the buttonbar.
 
 <br><p>
-<img src="editing_mode.png" alt="editing_mode.png">
+   <img src="editing_mode.png" alt="editing_mode.png">
 <em>The editing mode buttons</em>
 
-<p>If the arrow is highlighted it enables <em>drag and drop</em> mode.  In
+   <p>If the arrow is highlighted it enables <em>drag and drop</em> mode.  In
 drag and drop mode, clicking in the timeline doesn't reposition the
 insertion point.  Instead it selects an entire edit.  Dragging in the
 timeline repositions the edit, snapping it to other edit boundaries. 
 This is normally useful for reordering audio playlists and moving
 effects around.
 
-<p>If the i-beam is highlighted it enables <em>cut and paste mode</em>.  In
+   <p>If the i-beam is highlighted it enables <em>cut and paste mode</em>.  In
 cut and paste mode clicking in the timeline repositions the insertion
 point.  Dragging in the timeline highlights a region.  The highlighted
 region becomes the playback range during the next playback operation,
 the rendered range during the next render operation, and the region
 affected by cut and paste operations.
 
-<p><em>Shift-clicking</em> in the timeline extends the highlighted region.
+   <p><em>Shift-clicking</em> in the timeline extends the highlighted region.
 
-<p><em>Double-clicking</em> in the timeline selects the entire edit the
+   <p><em>Double-clicking</em> in the timeline selects the entire edit the
 cursor is over.
 
-<p>It should be noted that when moving the insertion point and selecting
+   <p>It should be noted that when moving the insertion point and selecting
 regions, the positions are either aligned to frames or aligned to
 samples.  When editing video you'll want to align to frames.  When
 editing audio you'll want to align to samples.  This is set in
 <em>settings-&gt;align cursor on frames</em>.
 
-<p>If the highlighted region is the region affected by cut and paste
+   <p>If the highlighted region is the region affected by cut and paste
 operations, how do I cut and paste in <em>drag and drop</em> mode?  In
 this case you need to set <em>in/out points</em> to define an affected region.
 
+<div class="node">
 <p><hr>
 Node:<a name="THE%20IN%2fOUT%20POINTS">THE IN/OUT POINTS</a>,
-Next:<a rel=next accesskey=n href="#USING%20LABELS%20IN%20THE%20PROGRAM%20WINDOW">USING LABELS IN THE PROGRAM WINDOW</a>,
-Previous:<a rel=previous accesskey=p href="#THE%20INSERTION%20POINT">THE INSERTION POINT</a>,
-Up:<a rel=up accesskey=u href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>
+Next:<a rel="next" accesskey="n" href="#USING%20LABELS%20IN%20THE%20PROGRAM%20WINDOW">USING LABELS IN THE PROGRAM WINDOW</a>,
+Previous:<a rel="previous" accesskey="p" href="#THE%20INSERTION%20POINT">THE INSERTION POINT</a>,
+Up:<a rel="up" accesskey="u" href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>
 <br>
+</div>
 
-<h4>THE IN/OUT POINTS</h4>
+<h4 class="subsection">THE IN/OUT POINTS</h4>
 
-<p>In both editing modes you can set in/out points.  The in/out points
+   <p>In both editing modes you can set in/out points.  The in/out points
 define the affected region.  In drag and drop mode they are the only
 way to define an affected region.  In both cut and paste mode and drag
 and drop mode they override the highlighted area.  If a highlighted
@@ -1706,162 +1749,166 @@
 it's best to use either highlighting or in/out points but not both
 simultaneously.
 
-<p>To set in/out points go to the timebar and position the insertion point
+   <p>To set in/out points go to the timebar and position the insertion point
 somewhere.  Hit the <img src="in_point_button.png" alt="in_point_button.png"> <em>in point button</em>.  Go
 to a position after the in point and hit the <img src="out_point_button.png" alt="out_point_button.png">
 <em>out point button</em>.
 
 <br><p>
-<img src="inout_points.png" alt="inout_points.png"> <em>Timebar with in/out points set</em>.
+   <img src="inout_points.png" alt="inout_points.png"> <em>Timebar with in/out points set</em>.
 
-<p>Select either the in point or the out point and the insertion point
+   <p>Select either the in point or the out point and the insertion point
 jumps to that location.  After selecting an in point, if you hit the
 <em>in point button</em> the in point will be deleted.  After selecting
 an out point, if you hit the <em>out point button</em> the out point will
 be deleted.
 
-<p>If you select a region somewhere else while in/out points already
+   <p>If you select a region somewhere else while in/out points already
 exist, the existing points will be repositioned when you hit the in/out
 buttons.
 
-<p><em>Shift-clicking</em> on an in/out point extends the highlighted region
+   <p><em>Shift-clicking</em> on an in/out point extends the highlighted region
 to that point.
 
-<p>Instead of using the button bar you can use the <em>[</em> and <em>]</em>
+   <p>Instead of using the button bar you can use the <em>[</em> and <em>]</em>
 keys to toggle in/out points.
 
-<p>The insertion point and the in/out points allow you to define an
+   <p>The insertion point and the in/out points allow you to define an
 affected region but they don't let you jump to exact points on the
 timeline very easily.  For this purpose there are labels.
 
+<div class="node">
 <p><hr>
 Node:<a name="USING%20LABELS%20IN%20THE%20PROGRAM%20WINDOW">USING LABELS IN THE PROGRAM WINDOW</a>,
-Previous:<a rel=previous accesskey=p href="#THE%20IN%2fOUT%20POINTS">THE IN/OUT POINTS</a>,
-Up:<a rel=up accesskey=u href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>
+Previous:<a rel="previous" accesskey="p" href="#THE%20IN%2fOUT%20POINTS">THE IN/OUT POINTS</a>,
+Up:<a rel="up" accesskey="u" href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>
 <br>
+</div>
 
-<h4>USING LABELS IN THE PROGRAM WINDOW</h4>
+<h4 class="subsection">USING LABELS IN THE PROGRAM WINDOW</h4>
 
-<p>Labels are an easy way to set exact locations on the timeline you want
+   <p>Labels are an easy way to set exact locations on the timeline you want
 to jump to.  When you position the insertion point somewhere and hit
 the <img src="label_button.png" alt="label_button.png"> <em>label button</em> a new label appears on the
 timeline.
 
 <br><p>
-<img src="timebar_label.png" alt="timebar_label.png"> <em>Timebar with a label on it</em>
+   <img src="timebar_label.png" alt="timebar_label.png"> <em>Timebar with a label on it</em>
 
-<p>No matter what the zoom settings are, clicking on the label positions
+   <p>No matter what the zoom settings are, clicking on the label positions
 the insertion point exactly where you set it.  Hitting the label button
 again when a label is selected deletes it.
 
-<p><em>Shift-clicking</em> on a label extends the highlighted region.
+   <p><em>Shift-clicking</em> on a label extends the highlighted region.
 
-<p><em>Double-clicking</em> between two labels highlights the region between
+   <p><em>Double-clicking</em> between two labels highlights the region between
 the labels.
 
-<p>Hitting the <em>l</em> key has the same effect as the label button.
+   <p>Hitting the <em>l</em> key has the same effect as the label button.
 
-<p>If you hit the label button when a region is highlighted, two labels
+   <p>If you hit the label button when a region is highlighted, two labels
 are toggled at each end of the highlighted region.  If one end already
 has a label, then the existing label is deleted and a label is created
 at the opposite end.
 
-<p>Labels can reposition the insertion point when they are selected but
+   <p>Labels can reposition the insertion point when they are selected but
 they can also be traversed with the <img src="label_traversal.png" alt="label_traversal.png"> <em>label
 traversal</em> buttons.  When a label is out of view, the label traversal
 buttons reposition the timeline so the label is visible.  There are
 keyboard shortcuts for label traversal, too.
 
-<p><em>CTRL-LEFT</em> repositions the insertion point on the previous label.
+   <p><em>CTRL-LEFT</em> repositions the insertion point on the previous label.
 
-<p><em>CTRL-RIGHT</em> repositions the insertion point on the next label.
+   <p><em>CTRL-RIGHT</em> repositions the insertion point on the next label.
 
-<p>With label traversal you can quickly seek back and forth on the
+   <p>With label traversal you can quickly seek back and forth on the
 timeline but you can also select regions.
 
-<p><em>SHIFT-CTRL-LEFT</em> extends the highlighted region to the previous
+   <p><em>SHIFT-CTRL-LEFT</em> extends the highlighted region to the previous
 label.
 
-<p><em>SHIFT-CTRL-RIGHT</em> extends the highlighted region to the next label.
+   <p><em>SHIFT-CTRL-RIGHT</em> extends the highlighted region to the next label.
 
-<p>Manually hitting the label button or <em>l</em> key over and over again
+   <p>Manually hitting the label button or <em>l</em> key over and over again
 to delete a series of labels can get tedious.  For deleting a set of
 labels, first highlight a region and second use the <em>Edit-&gt;Clear
 labels</em> function.  If in/out points exist, the labels between the
 in/out points are cleared and the highlighted region ignored.
 
+<div class="node">
 <p><hr>
 Node:<a name="NAVIGATING%20THE%20VIEWER%20AND%20COMPOSITOR">NAVIGATING THE VIEWER AND COMPOSITOR</a>,
-Next:<a rel=next accesskey=n href="#NAVIGATING%20THE%20RESOURCES">NAVIGATING THE RESOURCES</a>,
-Previous:<a rel=previous accesskey=p href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>,
-Up:<a rel=up accesskey=u href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
+Next:<a rel="next" accesskey="n" href="#NAVIGATING%20THE%20RESOURCES">NAVIGATING THE RESOURCES</a>,
+Previous:<a rel="previous" accesskey="p" href="#NAVIGATING%20THE%20PROGRAM%20WINDOW">NAVIGATING THE PROGRAM WINDOW</a>,
+Up:<a rel="up" accesskey="u" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
 <br>
+</div>
 
-<h3>NAVIGATING THE VIEWER AND COMPOSITOR</h3>
+<h3 class="section">NAVIGATING THE VIEWER AND COMPOSITOR</h3>
 
-<p>The navigation features of the Viewer and Compositor behave very
+   <p>The navigation features of the Viewer and Compositor behave very
 similarly.  Each has a timebar and slider below the video output.  The
 timebar and slider are critical for navigation.
 
 <br><p>
-<img src="timebarslider.png" alt="timebarslider.png">
+   <img src="timebarslider.png" alt="timebarslider.png">
 
-<p>The timebar represents the entire time covered by the program.  When
+   <p>The timebar represents the entire time covered by the program.  When
 you define labels and in/out points it defines those, too.  Finally the
 timebar defines a region known as the <em>preview region</em>.
 
-<p>The <em>preview region</em> is the region of the timeline which the
+   <p>The <em>preview region</em> is the region of the timeline which the
 slider effects.  The slider only covers the time covered by the preview
 region.  By using a preview region inside the entire program and using
 the slider inside the preview region you can quickly and precisely seek
 in the compositor and viewer.
 
-<p>When you replace the current project with a file the preview region
+   <p>When you replace the current project with a file the preview region
 automatically resizes to cover the entire file.  When you append data
 or change the size of the current project, the preview region stays the
 same size and shrinks.  Therefore, you need to resize the preview
 region.
 
-<p>Load a file and then slide around it using the compositor slider.  The
+   <p>Load a file and then slide around it using the compositor slider.  The
 insertion point in the main window follows the compositor.  Move the
 pointer over the compositor's timebar until it turns into a left resize
 pointer.  The click and drag right.  The preview region should have
 changed and the slider resized proportionally.
 
-<p>Go to the right of the timebar until a right resize pointer appears. 
+   <p>Go to the right of the timebar until a right resize pointer appears. 
 Drag left so the preview region shrinks.
 
-<p>Go to the center of the preview region in the timebar and drag it
+   <p>Go to the center of the preview region in the timebar and drag it
 around to convince yourself if can be moved.
 
 <br><p>
-<img src="previewregion.png" alt="previewregion.png">
+   <img src="previewregion.png" alt="previewregion.png">
 
-<p><em>Preview region in compositor</em>
+   <p><em>Preview region in compositor</em>
 
-<p>If you go to the slider and slide it around with the preview region
+   <p>If you go to the slider and slide it around with the preview region
 shrunk, you'll see the slider only affects the preview region.  The
 timebar and slider in the viewer window work exactly the same.
 
-<p>Labels and in/out points are fully supported in the viewer and
+   <p>Labels and in/out points are fully supported in the viewer and
 compositor.  The only difference between the viewer and compositor is
 the compositor reflects the state of the program while the viewer
 reflects the state of a clip but not the program.
 
-<p>When you hit the <em>label button</em> in the compositor, the label
+   <p>When you hit the <em>label button</em> in the compositor, the label
 appears both in the compositor timebar and the program timebar.
 
-<p>When you select a label or in/out point in the compositor, the program
+   <p>When you select a label or in/out point in the compositor, the program
 window jumps to that position.
 
 <br><p>
-<img src="viewer_labels.png" alt="viewer_labels.png"> <em>Labels and in/out points in the viewer</em>.
+   <img src="viewer_labels.png" alt="viewer_labels.png"> <em>Labels and in/out points in the viewer</em>.
 
-<p>In the viewer and compositor, labels and in/out points are displayed in
+   <p>In the viewer and compositor, labels and in/out points are displayed in
 the timebar.  Instead of displaying just a region of the program, the
 timebar displays the entire program here.
 
-<p>Like the Program window, the Compositor has a zoom capability.  First,
+   <p>Like the Program window, the Compositor has a zoom capability.  First,
 the pulldown menu on the bottom of the compositor window has a number
 of zoom options.  When set to <em>Auto</em> the video is zoomed to match
 the compositor window size as closely as possible.  When set to any
@@ -1871,73 +1918,77 @@
 <em>middle mouse button</em> dragging in the video output scans around
 it.  This is exactly when The Gimp does.
 
-<p>Furthermore, the zoom <img src="magnify.png" alt="magnify.png"> toggle causes the Compositor
+   <p>Furthermore, the zoom <img src="magnify.png" alt="magnify.png"> toggle causes the Compositor
 window to enter zoom mode.  In zoom mode, clicking in the video output
 zooms in while <em>ctrl-clicking</em> in the video output zooms out.  If
 you have a wheel mouse, rotating the wheel zooms in or out too.
 
-<p>Zooming in or out with the zoom tool does not change the rendered
+   <p>Zooming in or out with the zoom tool does not change the rendered
 output, mind you.  It's merely for scrutinizing video or fitting it in
 the desktop.
 
+<div class="node">
 <p><hr>
 Node:<a name="NAVIGATING%20THE%20RESOURCES">NAVIGATING THE RESOURCES</a>,
-Next:<a rel=next accesskey=n href="#USING%20THE%20TRANSPORT%20CONTROLS">USING THE TRANSPORT CONTROLS</a>,
-Previous:<a rel=previous accesskey=p href="#NAVIGATING%20THE%20VIEWER%20AND%20COMPOSITOR">NAVIGATING THE VIEWER AND COMPOSITOR</a>,
-Up:<a rel=up accesskey=u href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
+Next:<a rel="next" accesskey="n" href="#USING%20THE%20TRANSPORT%20CONTROLS">USING THE TRANSPORT CONTROLS</a>,
+Previous:<a rel="previous" accesskey="p" href="#NAVIGATING%20THE%20VIEWER%20AND%20COMPOSITOR">NAVIGATING THE VIEWER AND COMPOSITOR</a>,
+Up:<a rel="up" accesskey="u" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
 <br>
+</div>
 
-<h3>NAVIGATING THE RESOURCES</h3>
+<h3 class="section">NAVIGATING THE RESOURCES</h3>
 
-<p>The resource window is divided into two areas.  One area lists folders
+   <p>The resource window is divided into two areas.  One area lists folders
 and another area lists folder contents.  Going into the folder list and
 clicking on a folder updates the contents area with the contents of
 that folder.
 
-<p>The folder and contents can be displayed as icons or text.
+   <p>The folder and contents can be displayed as icons or text.
 
-<p><em>Right clicking</em> in the folder or contents area brings up a menu
+   <p><em>Right clicking</em> in the folder or contents area brings up a menu
 containing formatting options.  Select <em>Display text</em> to display a
 text listing.  Select <em>Sort items</em> to sort the contents of the
 folder alphabetically.
 
+<div class="node">
 <p><hr>
 Node:<a name="USING%20THE%20TRANSPORT%20CONTROLS">USING THE TRANSPORT CONTROLS</a>,
-Next:<a rel=next accesskey=n href="#USING%20BACKGROUND%20RENDERING">USING BACKGROUND RENDERING</a>,
-Previous:<a rel=previous accesskey=p href="#NAVIGATING%20THE%20RESOURCES">NAVIGATING THE RESOURCES</a>,
-Up:<a rel=up accesskey=u href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
+Next:<a rel="next" accesskey="n" href="#USING%20BACKGROUND%20RENDERING">USING BACKGROUND RENDERING</a>,
+Previous:<a rel="previous" accesskey="p" href="#NAVIGATING%20THE%20RESOURCES">NAVIGATING THE RESOURCES</a>,
+Up:<a rel="up" accesskey="u" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
 <br>
+</div>
 
-<h3>USING THE TRANSPORT CONTROLS</h3>
+<h3 class="section">USING THE TRANSPORT CONTROLS</h3>
 
-<p>Transport controls are just as useful in navigation as they are in
+   <p>Transport controls are just as useful in navigation as they are in
 playing back footage, hence they are described here.  Each of the
 Viewer, Compositor, and Program windows has a transport panel.
 
 <br><p>
-<img src="transport_panel.png" alt="transport_panel.png"> <em>The transport panel</em>.
+   <img src="transport_panel.png" alt="transport_panel.png"> <em>The transport panel</em>.
 
-<p>The transport panel is controlled by the keyboard as well as the
+   <p>The transport panel is controlled by the keyboard as well as the
 graphical interface.  For each of the operations it performs, the
 starting position is the position of the insertion point or slider. 
 The ending position is either the end or start of the timeline or the
 end or start of the selected region if there is one.
 
-<p>The orientation of the end or start depends on the direction of
+   <p>The orientation of the end or start depends on the direction of
 playback.  If it's forward the end position is the end of the selected
 region.  If it's backward the end position is the start of the selected
 region.
 
-<p>The insertion point moves to track playback.  When playback stops it
+   <p>The insertion point moves to track playback.  When playback stops it
 leaves the insertion point where it stopped.  Thus, by playing back you
 change the position of the insertion point.
 
-<p>The keyboard interface is usually the fastest and has more speeds.  The
+   <p>The keyboard interface is usually the fastest and has more speeds.  The
 transport keys are arranged in a <em>T</em> on the number pad.
 
-<ul>
+     <ul>
 
-<li><em>+</em> Fast reverse
+     <li><em>+</em> Fast reverse
 <li><em>6</em> Normal reverse
 <li><em>5</em> Slow reverse
 <li><em>4</em> Frame reverse
@@ -1949,9 +2000,9 @@
 <li><em>Spacebar</em> Normal forward
 </ul>
 
-<p>Hitting any key on the keyboard twice pauses it.
+   <p>Hitting any key on the keyboard twice pauses it.
 
-<p>When using frame advance functions the behavior may seem odd.  If you
+   <p>When using frame advance functions the behavior may seem odd.  If you
 frame advance forward and then frame advance backward, the displayed
 frame doesn't change.  This is because the playback position isn't the
 frame but the time between two frames.  The rendered frame is the area
@@ -1959,87 +2010,91 @@
 between two frames by one and decrement it by one, you cross the same
 frame both times and so the same frame is displayed.
 
+<div class="node">
 <p><hr>
 Node:<a name="USING%20BACKGROUND%20RENDERING">USING BACKGROUND RENDERING</a>,
-Previous:<a rel=previous accesskey=p href="#USING%20THE%20TRANSPORT%20CONTROLS">USING THE TRANSPORT CONTROLS</a>,
-Up:<a rel=up accesskey=u href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
+Previous:<a rel="previous" accesskey="p" href="#USING%20THE%20TRANSPORT%20CONTROLS">USING THE TRANSPORT CONTROLS</a>,
+Up:<a rel="up" accesskey="u" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>
 <br>
+</div>
 
-<h3>USING BACKGROUND RENDERING</h3>
+<h3 class="section">USING BACKGROUND RENDERING</h3>
 
-<p>Background rendering allows impossibly slow effects to play back in
+   <p>Background rendering allows impossibly slow effects to play back in
 realtime shortly after the effect is pasted in the timeline.  It
 continuously renders temporary output.  When renderfarm is enabled,
 background rendering uses the renderfarm continuously.  This way, any
 size video can be seen in realtime merely by creating a fast enough
 network with enough nodes.
 
-<p>Background rendering is enabled in settings-&gt;preferences-&gt;performance. 
+   <p>Background rendering is enabled in settings-&gt;preferences-&gt;performance. 
 It has one interactive function: <em>settings-&gt;set background render</em>.  This
 sets the point where background rendering begins to where the in point
 is.  If any video exists, a red bar appears in the time bar showing
 what has been background rendered.
 
-<p>It's often useful to insert an effect or a transition and then select
+   <p>It's often useful to insert an effect or a transition and then select
 settings-&gt;set background render right before the effect to preview it
 in full framerates.
 
+<div class="node">
 <p><hr>
 Node:<a name="EDITING">EDITING</a>,
-Next:<a rel=next accesskey=n href="#USING%20EFFECTS">USING EFFECTS</a>,
-Previous:<a rel=previous accesskey=p href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#USING%20EFFECTS">USING EFFECTS</a>,
+Previous:<a rel="previous" accesskey="p" href="#NAVIGATING%20THE%20PROJECT">NAVIGATING THE PROJECT</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>EDITING</h2>
+<h2 class="chapter">EDITING</h2>
 
-<p>Editing comprises both the time domain and the track domain.  Since the
+   <p>Editing comprises both the time domain and the track domain.  Since the
 timeline consists of a stack of tracks, you need to worry about how to
 sort and create tracks in addition to what time certain media appears
 on a track.
 
-<p>In the time domain, Cinelerra offers many ways to approach the editing
+   <p>In the time domain, Cinelerra offers many ways to approach the editing
 process.  The three main methods are two screen editing, drag and drop
 editing, and cut and paste editing.
 
-<p>There are several concepts Cinelerra uses when editing which apply to
+   <p>There are several concepts Cinelerra uses when editing which apply to
 all the methods.  The timeline is where all editing decisions are
 represented.  Every track on the timeline has a set of attributes on
 the left, the most important of which is the <em>arm track</em>
 attribute.
 
 <br><p>
-<img src="track_attributes.png" alt="track_attributes.png">
+   <img src="track_attributes.png" alt="track_attributes.png">
 <em>Track attributes</em>
 
-<p>Only the <em>armed tracks</em> are affected by editing operations.  Make
+   <p>Only the <em>armed tracks</em> are affected by editing operations.  Make
 sure you have enough armed destination tracks when you paste or splice
 material or some tracks in the material will get left out.
 
-<p>The other attributes affect the output of the track.
+   <p>The other attributes affect the output of the track.
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 <b>Play track</b> determines whether the track is rendered or not.  If
 it's off, the track is not rendered.  However, if the track is chained
 to any other tracks, the other tracks perform all the effects in the
 chained track, regardless of play status.
 
-<li>
+     <li>
 <b>Gang fader</b> causes the fader to track the movement of whatever other
 fader you're adjusting.  A fader is only ganged if the <b>arm track</b> is
 also on.  This is normally used to adjust audio levels on all the
 tracks simultaneously.
 
-<li>
+     <li>
 <b>Draw data</b> determines if picons or waveforms are drawn on the
 track.  By default, some file formats load with this off while other
 file formats load with it on.  This depends on whether the file format
 takes a long time to draw on the timeline.  Merely set it to on if you
 want to see picons for any file format.
 
-<li>
+     <li>
 <b>Mute track</b> causes the output to be thrown away once the track is
 completely rendered.  This happens whether or not <b>play track</b> is
 on.  If the track is part of an effect chain, the output of the effect
@@ -2047,48 +2102,50 @@
 back to another track.  Mute track is used to keep the effect chain
 track from overlapping the output of the source track.
 
-</ul>
+   </ul>
 
-<p>There are two ways to set the same attribute on multiple tracks very
+   <p>There are two ways to set the same attribute on multiple tracks very
 quickly.  Hold down <b>shift</b> while clicking a track's attribute to
 match the same attribute in all the other tracks.  If you don't want to
 affect all the other tracks, click on an attribute and drag across
 other tracks to have the same attribute set in them.
 
-<p>In addition to restricting editing operations, the armed tracks in
+   <p>In addition to restricting editing operations, the armed tracks in
 combination with the active region determine where material is inserted
 when loading files.  If the files are loaded with one of the insertion
 strategies which doesn't delete the existing project, the armed tracks
 will be used as destination tracks.
 
-<p>The active region is the range of time in the edit decision on the
+   <p>The active region is the range of time in the edit decision on the
 timeline.  The active region is determined first by the presence of
 in/out points in the timeline.  If those don't exist the highlighted
 region is used.  If no highlighted region exists the insertion point is
 used as the active region and the active length is 0.
 
-<p>Finally, editing decisions never affect source material.  Editing only affects
+   <p>Finally, editing decisions never affect source material.  Editing only affects
 pointers to source material, so if you want to have a media file at the
 end of your editing session which represents the editing decisions, you
 need to <em>render</em> it. See <a href="#RENDERING%20FILES">RENDERING FILES</a>.
 
-<ul>
-<li><a accesskey=1 href="#MANIPULATING%20TRACKS">MANIPULATING TRACKS</a>: 
-<li><a accesskey=2 href="#TWO%20SCREEN%20EDITING">TWO SCREEN EDITING</a>: 
-<li><a accesskey=3 href="#DRAG%20AND%20DROP%20EDITING">DRAG AND DROP EDITING</a>: 
-<li><a accesskey=4 href="#CUT%20AND%20PASTE%20EDITING">CUT AND PASTE EDITING</a>: 
-<li><a accesskey=5 href="#TRIMMING">TRIMMING</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#MANIPULATING%20TRACKS">MANIPULATING TRACKS</a>: 
+<li><a accesskey="2" href="#TWO%20SCREEN%20EDITING">TWO SCREEN EDITING</a>: 
+<li><a accesskey="3" href="#DRAG%20AND%20DROP%20EDITING">DRAG AND DROP EDITING</a>: 
+<li><a accesskey="4" href="#CUT%20AND%20PASTE%20EDITING">CUT AND PASTE EDITING</a>: 
+<li><a accesskey="5" href="#TRIMMING">TRIMMING</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="MANIPULATING%20TRACKS">MANIPULATING TRACKS</a>,
-Next:<a rel=next accesskey=n href="#TWO%20SCREEN%20EDITING">TWO SCREEN EDITING</a>,
-Up:<a rel=up accesskey=u href="#EDITING">EDITING</a>
+Next:<a rel="next" accesskey="n" href="#TWO%20SCREEN%20EDITING">TWO SCREEN EDITING</a>,
+Up:<a rel="up" accesskey="u" href="#EDITING">EDITING</a>
 <br>
+</div>
 
-<h3>MANIPULATING TRACKS</h3>
+<h3 class="section">MANIPULATING TRACKS</h3>
 
-<p>Tracks in Cinelerra either contain audio or video.  There is no special
+   <p>Tracks in Cinelerra either contain audio or video.  There is no special
 designation for tracks other than the type of media they contain.  When
 you create a new project, it contains a certain mumber of default
 tracks.  You can still add or delete tracks from a number of menus. 
@@ -2096,24 +2153,24 @@
 multiple tracks simultaneously.  Each track itself has a popup menu
 which affects one track.
 
-<p>Bring up the popup menu by moving over a track and right clicking.  The
+   <p>Bring up the popup menu by moving over a track and right clicking.  The
 popup menu affects the track whether it's armed or not.
 
-<p><em>Move up</em> and <em>move down</em> moves the one track up or down in
+   <p><em>Move up</em> and <em>move down</em> moves the one track up or down in
 the stack.  <em>Delete track</em> deletes the track.
 
-<p>Operations in the <em>Tracks</em> menu affect only tracks which are
+   <p>Operations in the <em>Tracks</em> menu affect only tracks which are
 armed.
 
-<p><em>Move tracks up</em> and <em>Move tracks down</em> shift all the armed
+   <p><em>Move tracks up</em> and <em>Move tracks down</em> shift all the armed
 tracks up or down the stack.
 
-<p><em>Delete tracks</em> deletes the armed tracks.
+   <p><em>Delete tracks</em> deletes the armed tracks.
 
-<p><em>Delete last track</em> deletes the last track, whether it's armed or
+   <p><em>Delete last track</em> deletes the last track, whether it's armed or
 not.  Holding down the <em>d</em> key quickly deletes all the tracks.
 
-<p><em>Concatenate tracks</em> is more complicated.  It takes every
+   <p><em>Concatenate tracks</em> is more complicated.  It takes every
 <em>playable</em> track and concatenates it to the end of the first
 <em>armed tracks</em>.  If there are two armed tracks followed by two
 playable tracks, the concatenate operation puts the two playable tracks
@@ -2122,7 +2179,7 @@
 put on the end of the first armed track.  The destination track wraps
 around until all the playable tracks are concatenated.
 
-<p>Finally, you'll want to create new tracks.  The <em>Audio</em> and
+   <p>Finally, you'll want to create new tracks.  The <em>Audio</em> and
 <em>Video</em> menus each contain an option to add a track of their
 specific type.  In the case of audio, the new track is put on the
 bottom of the timeline and the output channel of the audio track is
@@ -2130,22 +2187,24 @@
 top of the timeline.  This way, video has a natural compositing order. 
 New video tracks are overlayed on top of old tracks.
 
+<div class="node">
 <p><hr>
 Node:<a name="TWO%20SCREEN%20EDITING">TWO SCREEN EDITING</a>,
-Next:<a rel=next accesskey=n href="#DRAG%20AND%20DROP%20EDITING">DRAG AND DROP EDITING</a>,
-Previous:<a rel=previous accesskey=p href="#MANIPULATING%20TRACKS">MANIPULATING TRACKS</a>,
-Up:<a rel=up accesskey=u href="#EDITING">EDITING</a>
+Next:<a rel="next" accesskey="n" href="#DRAG%20AND%20DROP%20EDITING">DRAG AND DROP EDITING</a>,
+Previous:<a rel="previous" accesskey="p" href="#MANIPULATING%20TRACKS">MANIPULATING TRACKS</a>,
+Up:<a rel="up" accesskey="u" href="#EDITING">EDITING</a>
 <br>
+</div>
 
-<h3>TWO SCREEN EDITING</h3>
+<h3 class="section">TWO SCREEN EDITING</h3>
 
-<p>This is the fastest way to construct a program out of movie files.  The
+   <p>This is the fastest way to construct a program out of movie files.  The
 idea consists of viewing a movie file in one window and viewing the
 program in another window.  Sections of the movie file are defined in
 one window and transferred to the end of the program in the other
 window.
 
-<p>The way to begin a two screen editing session is to load some
+   <p>The way to begin a two screen editing session is to load some
 resources.  In <em>file-&gt;load</em> load some movies with the insertion
 mode <em>create new resources</em>.  You want the timeline to stay
 unchanged while new resources are brought in.  Go to the Resource
@@ -2153,24 +2212,24 @@
 should appear.  Drag a resource from the media side of the window over
 the Viewer window.
 
-<p>There should be enough armed tracks on the timeline to put the sections
+   <p>There should be enough armed tracks on the timeline to put the sections
 of source material that you want.  If there aren't, create new tracks
 or arm more tracks.
 
-<p>In the viewer window seek to the starting point of a clip you want to
+   <p>In the viewer window seek to the starting point of a clip you want to
 use.  Use either the <em>slider</em> or the <em>transport controls</em>. 
 Use the <em>preview region</em> to narrow down the search.  Set the
 starting point with the <img src="in_point_button.png" alt="in_point_button.png"> <em>in point button</em>.
 
-<p>Seek to the ending point of the clip you want to use.  Set the ending
+   <p>Seek to the ending point of the clip you want to use.  Set the ending
 point with the <img src="out_point_button.png" alt="out_point_button.png"> <em>out point button</em>.  The
 two points should now appear on the timebar and define a clip.
 
-<p>There are several things you can do with the clip now.
+   <p>There are several things you can do with the clip now.
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 Splice <img src="splice_button.png" alt="splice_button.png"> inserts the clip in the timeline, pushing
 everything back.  If an <em>in point</em> or <em>out point</em> exists on
 the timeline it's inserted there, otherwise it's inserted after the
@@ -2179,7 +2238,7 @@
 used as the next splice location.  This way you can continuously build
 up the program by splicing.
 
-<li>
+     <li>
 Overwrite <img src="overwrite_button.png" alt="overwrite_button.png"> overwrites the region of the
 timeline with the clip.  If an <em>in point</em> or <em>out point</em>
 exists on the timeline it's overwritten there, otherwise it's
@@ -2187,46 +2246,48 @@
 both in and out points exist the difference between the active region
 and the clip length is deleted.
 
-<li>
+     <li>
 Create a clip <img src="toclip_button.png" alt="toclip_button.png"> generates a new clip for the
 resource window containing the affected region but doesn't change the
 timeline.  Every clip has a title and a description.  These are
 optional.
 
-<li>
+     <li>
 Copy behaves the same as in cut and paste editing.
 
-</ul>
+   </ul>
 
-<p>Two screen editing can be done purely by keybard shortcuts.  When you
+   <p>Two screen editing can be done purely by keybard shortcuts.  When you
 move the pointer over any button a tooltip should appear, showing what
 key is bound to that button.  In the Viewer window, the number pad keys
 control the transport and the <em>[ ] v</em> keys perform in/out points
 and splicing.
 
+<div class="node">
 <p><hr>
 Node:<a name="DRAG%20AND%20DROP%20EDITING">DRAG AND DROP EDITING</a>,
-Next:<a rel=next accesskey=n href="#CUT%20AND%20PASTE%20EDITING">CUT AND PASTE EDITING</a>,
-Previous:<a rel=previous accesskey=p href="#TWO%20SCREEN%20EDITING">TWO SCREEN EDITING</a>,
-Up:<a rel=up accesskey=u href="#EDITING">EDITING</a>
+Next:<a rel="next" accesskey="n" href="#CUT%20AND%20PASTE%20EDITING">CUT AND PASTE EDITING</a>,
+Previous:<a rel="previous" accesskey="p" href="#TWO%20SCREEN%20EDITING">TWO SCREEN EDITING</a>,
+Up:<a rel="up" accesskey="u" href="#EDITING">EDITING</a>
 <br>
+</div>
 
-<h3>DRAG AND DROP EDITING</h3>
+<h3 class="section">DRAG AND DROP EDITING</h3>
 
-<p>The answer is yes, you can you create a bunch of clips and drag them on
+   <p>The answer is yes, you can you create a bunch of clips and drag them on
 the timeline.  You can also drag edits around the timeline.
 
-<p>Load some files using <em>file-&gt;load</em>.  Set the insertion mode to
+   <p>Load some files using <em>file-&gt;load</em>.  Set the insertion mode to
 <em>Create new resources</em>.  This loads the files into the Resource
 Window.  Create some audio and video tracks on the timeline using the
 video and audio menus.
 
-<p>Open the <em>Media</em> folder in the resource window.  Drag a media file
+   <p>Open the <em>Media</em> folder in the resource window.  Drag a media file
 from the resource window to the timeline.  If the media has video, drag
 it onto a video track.  If the media is pure audio, drag it onto an
 audio track.
 
-<p>Cinelerra fills out the audio and video tracks below the dragging
+   <p>Cinelerra fills out the audio and video tracks below the dragging
 cursor with data from the file.  This affects what tracks you should
 create initially and which track to drag the media onto.  If the media
 has one video track and two audio tracks, you'll need one video track
@@ -2235,84 +2296,86 @@
 one audio track on the timeline for every audio track in the media and
 the media should be dragged over the first audio track.
 
-<p>When dragging, the media snaps to the start of track if the track is
+   <p>When dragging, the media snaps to the start of track if the track is
 empty.  If there are edits on the track, the media snaps to the nearest
 edit boundary.
 
-<p>You can also drag multiple files from the resource window.  Either draw
+   <p>You can also drag multiple files from the resource window.  Either draw
 a box around the files, use SHIFT, or use CTRL when selecting files. 
 When you drop the files in the timeline, they are concatenated.  The
 behavior of SHIFT and CTRL changes depending on if the resources are in
 text or icons.
 
-<p>To display the resources as text or icons, right click inside the media
+   <p>To display the resources as text or icons, right click inside the media
 list.  Select either <em>display icons</em> or <em>display text</em> to
 change the list format.
 
-<p>When displaying text in the resource window <em>SHIFT-clicking</em> on
+   <p>When displaying text in the resource window <em>SHIFT-clicking</em> on
 media files extends the number of highlighted selections. 
 <em>CTRL-clicking</em> on media files in text mode selects additional
 files one at a time.
 
-<p>When displaying icons in the resource window <em>SHIFT-clicking</em> or
+   <p>When displaying icons in the resource window <em>SHIFT-clicking</em> or
 <em>CTRL-clicking</em> selects media files one at a time.
 
-<p>In addition to dragging media files, if you create clips and open the
+   <p>In addition to dragging media files, if you create clips and open the
 <em>clip</em> folder you can drag clips on the timeline.
 
-<p>In the timeline there is further dragging functionality.  To enable the
+   <p>In the timeline there is further dragging functionality.  To enable the
 dragging functionality of the timeline, select the arrow toggle
 <img src="arrow.png" alt="arrow.png">.  Move over an edit and drag it.  If more than one
 track is armed, Cinelerra will drag any edits which start on the same
 position as the edit the cursur is currently over.  During a dragging
 operation the edit snaps to the nearest boundary.
 
-<p>Dragging edits around the timeline allows you to sort music playlists,
+   <p>Dragging edits around the timeline allows you to sort music playlists,
 sort movie scenes, and give better NAB demos but not much else.
 
+<div class="node">
 <p><hr>
 Node:<a name="CUT%20AND%20PASTE%20EDITING">CUT AND PASTE EDITING</a>,
-Next:<a rel=next accesskey=n href="#TRIMMING">TRIMMING</a>,
-Previous:<a rel=previous accesskey=p href="#DRAG%20AND%20DROP%20EDITING">DRAG AND DROP EDITING</a>,
-Up:<a rel=up accesskey=u href="#EDITING">EDITING</a>
+Next:<a rel="next" accesskey="n" href="#TRIMMING">TRIMMING</a>,
+Previous:<a rel="previous" accesskey="p" href="#DRAG%20AND%20DROP%20EDITING">DRAG AND DROP EDITING</a>,
+Up:<a rel="up" accesskey="u" href="#EDITING">EDITING</a>
 <br>
+</div>
 
-<h3>CUT AND PASTE EDITING</h3>
+<h3 class="section">CUT AND PASTE EDITING</h3>
 
-<p>This is the traditional method of editing in audio editors.  In the
+   <p>This is the traditional method of editing in audio editors.  In the
 case of Cinelerra, you either need to start a second copy of Cinelerra
 and copy from one copy to the other, copy from different tracks in the
 same copy, or load a media file into the Viewer and copy from there.
 
-<p>Load some files onto the timeline.  To perform cut and paste editing
+   <p>Load some files onto the timeline.  To perform cut and paste editing
 select the <img src="ibeam.png" alt="ibeam.png"> i-beam toggle.  Select a region of the
 timeline and select the <img src="cut.png" alt="cut.png"> cut button to cut it.  Move the
 insertion point to another point in the timeline and select the
 <img src="paste.png" alt="paste.png"> paste button.  Assuming no in/out points are defined on
 the timeline this performs a cut and paste operation.
 
-<p>If in/out points are defined, the insertion point and highlighted
+   <p>If in/out points are defined, the insertion point and highlighted
 region are overridden by the in/out points for clipboard operations. 
 Thus, with in/out points you can perform cut and paste in drag and drop
 mode as well as cut and paste mode.
 
-<p>When editing audio, it is customary to cut from one part of a waveform
+   <p>When editing audio, it is customary to cut from one part of a waveform
 into the same part of another waveform.  The start and stop points of
 the cut are identical in each waveform and might be offset slightly,
 while the wave data is different.  It would be very hard to highlight
 one waveform to cut it and highlight the second waveform to paste it
 without changing the relative start and stop positions.
 
-<p>One option for simplifying this is to open a second copy of Cinelerra,
+   <p>One option for simplifying this is to open a second copy of Cinelerra,
 cutting and pasting to transport media between the two copies.  This
 way two highlighed regions can exist simultanously.
 
-<p>Another option is to set in/out points for the source region of the
+   <p>Another option is to set in/out points for the source region of the
 source waveform and set labels for the destination region of the
 destination waveform.  Perform a cut, clear the in/out points, select
 the region between the labels, and perform a paste.
 
-<p>A final operation in cut and paste editing is the <em>edit-&gt;clear</em>
+   <p>A final operation in cut and paste editing is the <em>edit-&gt;clear</em>
 operation.  If a region is highlighted or in/out points exist, the
 affected region is cleared by <em>edit-&gt;clear</em>.  But if the insertion
 point is over an edit boundary and the edits on each side of the edit
@@ -2321,15 +2384,17 @@
 the first edit and the end of this one edit is the end of the second
 edit.  This either results in the edit expanding or shrinking.
 
+<div class="node">
 <p><hr>
 Node:<a name="TRIMMING">TRIMMING</a>,
-Previous:<a rel=previous accesskey=p href="#CUT%20AND%20PASTE%20EDITING">CUT AND PASTE EDITING</a>,
-Up:<a rel=up accesskey=u href="#EDITING">EDITING</a>
+Previous:<a rel="previous" accesskey="p" href="#CUT%20AND%20PASTE%20EDITING">CUT AND PASTE EDITING</a>,
+Up:<a rel="up" accesskey="u" href="#EDITING">EDITING</a>
 <br>
+</div>
 
-<h3>TRIMMING</h3>
+<h3 class="section">TRIMMING</h3>
 
-<p>With some edits on the timeline it's possible to do trimming.  By
+   <p>With some edits on the timeline it's possible to do trimming.  By
 trimming you shrink or grow the edit boundaries by dragging them.  In
 either drag and drop mode or cut and paste mode, move the cursor over
 an edit boundary until it changes shape.  The cursor will either be an
@@ -2337,16 +2402,16 @@
 dragging operation affects the beginning of the edit.  If the cursor is
 an expand right, the dragging operation affects the end of the edit.
 
-<p>When you click on an edit boundary to start dragging, the mouse button
+   <p>When you click on an edit boundary to start dragging, the mouse button
 number determines which dragging behavior is going to be followed.  3
 possible behaviors are bound to mouse buttons in the interface
 preferences. See <a href="#INTERFACE">INTERFACE</a>.
 
-<p>The effect of each drag operation not only depends on the behavior
+   <p>The effect of each drag operation not only depends on the behavior
 button but whether the beginning or end of the edit is being dragged. 
 When you release the mouse button, the trimming operation is performed.
 
-<p>In a <em>Drag all following edits</em> operation, the beginning of the
+   <p>In a <em>Drag all following edits</em> operation, the beginning of the
 edit either cuts data from the edit if you move it forward or pastes
 new data from before the edit if you move it backward.  The end of the
 edit pastes data into the edit if you move it forward or cuts data from
@@ -2354,85 +2419,89 @@
 shift.  Finally, if you drag the end of the edit past the start of the
 edit, the edit is deleted.
 
-<p>In a <em>Drag only one edit</em> operation, the behavior is the same when
+   <p>In a <em>Drag only one edit</em> operation, the behavior is the same when
 you drag the beginning or end of an edit.  The only difference is none
 of the other edits in the track shift.  Instead, anything adjacent to
 the current edit expands or shrinks to fill gaps left by the drag
 operation.
 
-<p>In a <em>Drag source only</em> operation, nothing is cut or pasted.  If
+   <p>In a <em>Drag source only</em> operation, nothing is cut or pasted.  If
 you move the beginning or end of the edit forward, the source reference
 in the edit shifts forward.  If you move the beginning or end of the
 edit backward, the source reference shifts backward.  Where the edit
 appears in the timeline remains the same but the source shifts.
 
-<p>For all file formats besides still images, the extent of the trimming
+   <p>For all file formats besides still images, the extent of the trimming
 operation is clamped to the source file length.  Attempting to drag the
 start of the edit beyond the start of the source clamps it to the
 source start.
 
-<p>In all trimming operations, all edits which start on the same position
+   <p>In all trimming operations, all edits which start on the same position
 as the cursor when the drag operation begins are affected.  Unarm
 tracks to prevent edits from getting affected.
 
+<div class="node">
 <p><hr>
 Node:<a name="USING%20EFFECTS">USING EFFECTS</a>,
-Next:<a rel=next accesskey=n href="#SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>,
-Previous:<a rel=previous accesskey=p href="#EDITING">EDITING</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>,
+Previous:<a rel="previous" accesskey="p" href="#EDITING">EDITING</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>USING EFFECTS</h2>
+<h2 class="chapter">USING EFFECTS</h2>
 
-<p>It would be sufficient to perform all changes to the timeline using
+   <p>It would be sufficient to perform all changes to the timeline using
 editing operations, but this isn't very extensible.  Certain timeline
 changes should produce a different effect in the output without
 involving a unique procedure to apply each change.  This is why we have
 effects.
 
-<p>Effects fall into three categories, and each effect in a category is
+   <p>Effects fall into three categories, and each effect in a category is
 applied using the same procedure.
 
-<ul>
-<li><a accesskey=1 href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>: 
-<li><a accesskey=2 href="#RENDERED%20EFFECTS">RENDERED EFFECTS</a>: 
-<li><a accesskey=3 href="#TRANSITIONS">TRANSITIONS</a>: 
-<li><a accesskey=4 href="#LADSPA%20EFFECTS">LADSPA EFFECTS</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>: 
+<li><a accesskey="2" href="#RENDERED%20EFFECTS">RENDERED EFFECTS</a>: 
+<li><a accesskey="3" href="#TRANSITIONS">TRANSITIONS</a>: 
+<li><a accesskey="4" href="#LADSPA%20EFFECTS">LADSPA EFFECTS</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="REALTIME%20EFFECTS">REALTIME EFFECTS</a>,
-Next:<a rel=next accesskey=n href="#RENDERED%20EFFECTS">RENDERED EFFECTS</a>,
-Up:<a rel=up accesskey=u href="#USING%20EFFECTS">USING EFFECTS</a>
+Next:<a rel="next" accesskey="n" href="#RENDERED%20EFFECTS">RENDERED EFFECTS</a>,
+Up:<a rel="up" accesskey="u" href="#USING%20EFFECTS">USING EFFECTS</a>
 <br>
+</div>
 
-<h3>REALTIME EFFECTS</h3>
+<h3 class="section">REALTIME EFFECTS</h3>
 
-<p>These are layered under the track they apply to.  They process the
+   <p>These are layered under the track they apply to.  They process the
 track when the track is played back, with no permanent storage of the
 output except when the project is rendered.
 
-<p>All the realtime effects are listed in the resource window, divided
+   <p>All the realtime effects are listed in the resource window, divided
 into two groups: audio effects and video effects.  Audio effects should
 be dragged from the resource window onto audio tracks.  Video effects
 should be dragged onto video tracks.
 
-<p>If there is data on the destination track, the effect is applied to the
+   <p>If there is data on the destination track, the effect is applied to the
 entire track.  If there is no data on the track the effect is deleted. 
 Finally, if a region of the track is selected the effect is pasted into
 the region, regardless of whether there is data.
 
-<p>Some of the effects don't process data but synthesize data.  In the
+   <p>Some of the effects don't process data but synthesize data.  In the
 case of a synthesis effect, you'll want to select a region of the
 track so the dragging operation pastes it without deleting it.
 
-<p>When dragging more than one effect onto a track, you'll see the effects
+   <p>When dragging more than one effect onto a track, you'll see the effects
 layering from top to bottom, on the bottom of the track.   When the
 track is played back, effects are processed from top to bottom.  The
 output of the top effect becomes the input of the bottom effect and so
 on and so forth.
 
-<p>In addition to dragging from the resource window, effects may be
+   <p>In addition to dragging from the resource window, effects may be
 applied to a track by a popup menu.  Right click on a track and select
 <em>Attach effect</em> from the popup.  The attach effect dialog gives
 you more control than pure dragging and dropping.  For one thing, the
@@ -2442,7 +2511,7 @@
 The effect is the same as if the effect was dragged from the resource
 window.
 
-<p>When an effect exists under a track, it most often needs to be
+   <p>When an effect exists under a track, it most often needs to be
 configured.  Go to the effect and right click on it to bring up the
 effect popup.  In the effect popup is a <em>show</em> option.  The show
 option causes the GUI for the effect to appear under the cursor.  Most
@@ -2451,39 +2520,41 @@
 tweek parameters in the effect GUI, the parameters normally effect the
 entire duration of the effect.
 
-<ul>
-<li><a accesskey=1 href="#REALTIME%20EFFECT%20TYPES">REALTIME EFFECT TYPES</a>: 
-<li><a accesskey=2 href="#EDITING%20REALTIME%20EFFECTS">EDITING REALTIME EFFECTS</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#REALTIME%20EFFECT%20TYPES">REALTIME EFFECT TYPES</a>: 
+<li><a accesskey="2" href="#EDITING%20REALTIME%20EFFECTS">EDITING REALTIME EFFECTS</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="REALTIME%20EFFECT%20TYPES">REALTIME EFFECT TYPES</a>,
-Next:<a rel=next accesskey=n href="#EDITING%20REALTIME%20EFFECTS">EDITING REALTIME EFFECTS</a>,
-Up:<a rel=up accesskey=u href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>
+Next:<a rel="next" accesskey="n" href="#EDITING%20REALTIME%20EFFECTS">EDITING REALTIME EFFECTS</a>,
+Up:<a rel="up" accesskey="u" href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>
 <br>
+</div>
 
-<h4>REALTIME EFFECT TYPES</h4>
+<h4 class="subsection">REALTIME EFFECT TYPES</h4>
 
-<p>The two other effect types supported by the Attach Effect dialog are
+   <p>The two other effect types supported by the Attach Effect dialog are
 recycled effects.  In order to use a recycled effect, three requiremenets
 must be met:
 
-<ul>
+     <ul>
 
-<li>There must be other effects in the timeline.
+     <li>There must be other effects in the timeline.
 
-<li>
+     <li>
 The other effects must be of the same type as the track you're
 attaching an effect to.  If the track is an audio track, the effects
 must be audio effects.  If the track is a video track, the effects must
 be video effects.
 
-<li>
+     <li>
 The insertion point or selected region must start inside the other effects.
 
-</ul>
+   </ul>
 
-<p>In the case of a shared effect, these conditions must be true.  In the
+   <p>In the case of a shared effect, these conditions must be true.  In the
 case of a shared track, there merely must be another track on the
 timeline of the same type as the track you're applying an effect to. 
 If you right clicked on a video track to attach an effect, there won't
@@ -2491,19 +2562,19 @@
 exists.  If you right clicked on an audio track there won't be anything
 in the shared track column if no other audio track exists.
 
-<p>If shared effects or shared tracks are available, they appear in the
+   <p>If shared effects or shared tracks are available, they appear in the
 <em>shared effects</em> and <em>shared tracks</em> columns.  The
 <em>attach</em> button under each column causes anything highlighted in
 the column to be attached under the current track.
 
-<p>Shared effects and shared tracks allow very unique things to be done. 
+   <p>Shared effects and shared tracks allow very unique things to be done. 
 In the case of a shared effect, the shared effect is treated like a
 copy of the original effect except in the shared effect the GUI can't
 be brought up.  All configuration of the shared effect is determined by
 the GUI of the original effect and only the GUI of the original effect
 can be brought up.
 
-<p>When a shared effect is played back, it's processed just like a normal
+   <p>When a shared effect is played back, it's processed just like a normal
 effect except the configuration is copied from the original effect. 
 Some effects detect when they are being shared, like the reverb effects
 and the compressor.  These effects determine what tracks are sharing
@@ -2511,7 +2582,7 @@
 some value.  The reverb mixes tracks together to simulate ambience. 
 The compressor uses one of the sharing tracks as the trigger.
 
-<p>When an original track has a <em>shared track</em> as one of its effects,
+   <p>When an original track has a <em>shared track</em> as one of its effects,
 the shared track itself is used as a realtime effect.  This is more
 commonly known as <em>bouncing tracks</em> but Cinelerra achieves the
 same operation by attaching shared tracks.  The fade and any effects in
@@ -2519,7 +2590,7 @@
 track has processed the data, the original track performs any effects
 which come below the shared track and then composites it on the output.
 
-<p>In addition, once the shared track has processed the output of the
+   <p>In addition, once the shared track has processed the output of the
 original track like a realtime effect, the shared track mixes itself
 into the output with it's settings for pan, mode, and projector.  Thus,
 two tracks are mixing the same data on the output.  Most of the time
@@ -2529,7 +2600,7 @@
 <img src="mutepatch_up.png" alt="mutepatch_up.png"> mute toggle next to each track for whom you don't
 want to mix on the output.
 
-<p>Suppose you were making video and you did want the shared track to
+   <p>Suppose you were making video and you did want the shared track to
 composite the original track's data on the output a second time.  In
 the case of video, the video from the shared track would always appear
 under the video from the original track, regardless of whether it was
@@ -2537,159 +2608,165 @@
 composited in order of their attachment.  Since it's part of the original
 track it has to be composited before the original track is composited.
 
+<div class="node">
 <p><hr>
 Node:<a name="EDITING%20REALTIME%20EFFECTS">EDITING REALTIME EFFECTS</a>,
-Previous:<a rel=previous accesskey=p href="#REALTIME%20EFFECT%20TYPES">REALTIME EFFECT TYPES</a>,
-Up:<a rel=up accesskey=u href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>
+Previous:<a rel="previous" accesskey="p" href="#REALTIME%20EFFECT%20TYPES">REALTIME EFFECT TYPES</a>,
+Up:<a rel="up" accesskey="u" href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>
 <br>
+</div>
 
-<h4>EDITING REALTIME EFFECTS</h4>
+<h4 class="subsection">EDITING REALTIME EFFECTS</h4>
 
-<p>Many operations exist for manipulating effects once they are in the
+   <p>Many operations exist for manipulating effects once they are in the
 timeline.  Because mixing effects and media is such complex business,
 the methods used in editing effects aren't as concise as cutting and
 pasting.  Some of the editing happens by dragging in/out points, some
 of the editing happens through popup menus, and some of it happens by
 dragging effects.
 
-<p>Normally when you edit tracks, the effects follow the editing
+   <p>Normally when you edit tracks, the effects follow the editing
 decisions.  If you cut from a track, the effect shrinks.  If you drag
 edit in/out points, the effect changes length.  This behavior can be
 disabled by selecting <em>Settings-&gt;edit effects</em> in the project
 window.  This decouples effects from editing operations, but what if
 you just want to edit the effects?
 
-<p>Move the timeline cursor over the effect borders until it changes to a
+   <p>Move the timeline cursor over the effect borders until it changes to a
 resize left or resize right icon.  In this state, if you drag the end
 of the effect, it performs an edit just like dragging the end of a
 track does.
 
-<p>The three editing behaviors of track trimming apply to effect trimming
+   <p>The three editing behaviors of track trimming apply to effect trimming
 and they are bound to the mouse buttons that you set in <em>interface
 preferences</em>. See <a href="#INTERFACE">INTERFACE</a>.  When you perform a trim edit on an
 effect, the effect boundary is moved by dragging on it.  Unlike track
 editing, the effect has no source length.  You can extend the end of an
 effect as much as desired without being limited.
 
-<p>Also unlike track editing, the starting position of the drag operation
+   <p>Also unlike track editing, the starting position of the drag operation
 doesn't bind the edit decision to media.  The media the effect is bound
 to doesn't follow effect edits.  Other effects; however, do follow
 editing decisions made on an effect.  If you drag the end of an effect
 which is lined up to effects on other tracks, the effects on the other
 tracks will be edited while the media stays the same.
 
-<p>What happens if you trim the end of an effect in, leaving a lot of
+   <p>What happens if you trim the end of an effect in, leaving a lot of
 unaffected time near the end of the track?  When you drag an effect in
 from the Resource Window you can insert the effect in the portion of
 the row unoccupied by the trimming operation.  Realtime effects are
 organized into rows under the track.  Each row can have multiple
 effects.
 
-<p>In addition to trimming, you can move effects up or down.  Every track
+   <p>In addition to trimming, you can move effects up or down.  Every track
 can have a stack of effects under it.  By moving an effect up or down
 you change the order in which effects are processed in the stack.  Go
 to an effect and right click to bring up the effect menu.  The
 <em>Move up</em> and <em>Move down</em> options move the effect up or down.
 
-<p>When you're moving effects up or down, be aware that if they're shared
+   <p>When you're moving effects up or down, be aware that if they're shared
 as <em>shared effects</em>, any references will be pointing to a
 different effect after the move operation.
 
-<p>Finally, there's dragging of effects.  Dragging effects works just like
+   <p>Finally, there's dragging of effects.  Dragging effects works just like
 dragging edits.  You must select the <img src="arrow.png" alt="arrow.png"> arrow to enter drag and
 drop mode before dragging effects.  The effects snap to media
 boundaries, effect boundaries, and tracks.  Be aware if you drag a
 reference to a shared effect, the reference will usually point to the
 wrong effect afterwards.
 
-<p>Right click on an effect to bring up a menu for the effect.  Select
+   <p>Right click on an effect to bring up a menu for the effect.  Select
 <em>attach...</em> to change the effect or change the reference if it is
 a shared effect.
 
+<div class="node">
 <p><hr>
 Node:<a name="RENDERED%20EFFECTS">RENDERED EFFECTS</a>,
-Next:<a rel=next accesskey=n href="#TRANSITIONS">TRANSITIONS</a>,
-Previous:<a rel=previous accesskey=p href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>,
-Up:<a rel=up accesskey=u href="#USING%20EFFECTS">USING EFFECTS</a>
+Next:<a rel="next" accesskey="n" href="#TRANSITIONS">TRANSITIONS</a>,
+Previous:<a rel="previous" accesskey="p" href="#REALTIME%20EFFECTS">REALTIME EFFECTS</a>,
+Up:<a rel="up" accesskey="u" href="#USING%20EFFECTS">USING EFFECTS</a>
 <br>
+</div>
 
-<h3>RENDERED EFFECTS</h3>
+<h3 class="section">RENDERED EFFECTS</h3>
 
-<p>Another type of effect is performed on a section of the track and the
+   <p>Another type of effect is performed on a section of the track and the
 result stored somewhere before it is played back.  The result is
 usually pasted into the track to replace the original data.
 
-<p>The rendered effects are not listed in the resource window but instead
+   <p>The rendered effects are not listed in the resource window but instead
 are accessed through the <em>Audio-&gt;Render effect</em> and
 <em>Video-&gt;Render effect</em> menu options.  Each of these menu options
 brings up a dialog for the rendered effect.  Rendered effects apply to
 only one type of track, either audio or video.  If no tracks of the
 type exist, an error pops up.
 
-<p>A region of the timeline to apply the effect to must be defined before
+   <p>A region of the timeline to apply the effect to must be defined before
 selecting <em>Render effect...</em>.  If no in/out points and no
 highlighted region exists, the entire region after the insertion point
 is treated as the affected region.  Otherwise, the region between the
 in/out points or the highlighted region is the affected region.
 
-<p>In the render effect dialog is a list of all the realtime and all the
+   <p>In the render effect dialog is a list of all the realtime and all the
 rendered effects.  The difference here is that the realtime effects are
 rendered to disk and not applied under the track.  Highlight an effect
 in the list to designate it as the one being performed.
 
-<p>Define a file to render the effect to in the <em>Select a file to
+   <p>Define a file to render the effect to in the <em>Select a file to
 render to</em> box.  The <img src="magnify.png" alt="magnify.png"> magnifying glass allows file
 selection from a list.
 
-<p>Select a file format which can handle the track type.  The
+   <p>Select a file format which can handle the track type.  The
 <img src="wrench.png" alt="wrench.png"> wrench allows configuration specific to the file format.
 
-<p>There is also an option for creating a new file at each label.  If you
+   <p>There is also an option for creating a new file at each label.  If you
 have a CD rip on the timeline which you want to divide into different
 files, the labels would become dividing points between the files if
 this option were selected.  When the timeline is divided by labels, the
 effect is re-initialized at every label.  Normalize operations take the
 peak in the current file and not in the entire timeline.
 
-<p>Finally there is an insertion strategy just like in the render dialog. 
+   <p>Finally there is an insertion strategy just like in the render dialog. 
 It should be noted that even though the effect applies only to audio or
 video, the insertion strategy applies to all tracks just like a
 clipboard operation.
 
-<p>When you click <em>OK</em> in the effect dialog, it calls the GUI of the
+   <p>When you click <em>OK</em> in the effect dialog, it calls the GUI of the
 effect.  If the effect is also a realtime effect, a second GUI appears
 to prompt for acceptance or rejection of the current settings.  After
 accepting the settings, the effect is processed.
 
+<div class="node">
 <p><hr>
 Node:<a name="TRANSITIONS">TRANSITIONS</a>,
-Next:<a rel=next accesskey=n href="#LADSPA%20EFFECTS">LADSPA EFFECTS</a>,
-Previous:<a rel=previous accesskey=p href="#RENDERED%20EFFECTS">RENDERED EFFECTS</a>,
-Up:<a rel=up accesskey=u href="#USING%20EFFECTS">USING EFFECTS</a>
+Next:<a rel="next" accesskey="n" href="#LADSPA%20EFFECTS">LADSPA EFFECTS</a>,
+Previous:<a rel="previous" accesskey="p" href="#RENDERED%20EFFECTS">RENDERED EFFECTS</a>,
+Up:<a rel="up" accesskey="u" href="#USING%20EFFECTS">USING EFFECTS</a>
 <br>
+</div>
 
-<h3>TRANSITIONS</h3>
+<h3 class="section">TRANSITIONS</h3>
 
-<p>When one edit ends and another edit begins, the default behaviour is to
+   <p>When one edit ends and another edit begins, the default behaviour is to
 have the first edit's output immediately become the output of the
 second edit when played back.  Transitions are a way for the first
 edit's output to become the second edit's output with different
 variations.
 
-<p>Cinelerra supports audio and video transitions, all of which are listed
+   <p>Cinelerra supports audio and video transitions, all of which are listed
 in the resource window.  Transitions may only apply to the matching
 track type.  Transitions under <em>audio transitions</em> can only apply
 to audio tracks.  Transitions under <em>video transitions</em> can only
 apply to video tracks.
 
-<p>Load a video file and cut a section from the center so the edit point
+   <p>Load a video file and cut a section from the center so the edit point
 is visible on the timeline.  Go the resource window and click on the
 <em>Video transitions</em> folder.  Drag a transition from the transition
 list onto the second video edit on the timeline.  A box highlights over
 where the transition will appear.  Releasing it over the second edit
 applies the transition between the first and second edit.
 
-<p>You can now scrub over the transition with the transport controls and
+   <p>You can now scrub over the transition with the transport controls and
 watch the output in the <em>Compositor window</em>.  Scrubbing with the
 insertion point doesn't normally show transitions because the
 transition durations are usually too short.  The exact point in time
@@ -2698,7 +2775,7 @@
 second edit.  Therefore, the first asset needs to have enough data
 after the edit point to fill the transition into the second edit.
 
-<p>Once the transition is in place, it can be edited similarly to an
+   <p>Once the transition is in place, it can be edited similarly to an
 effect.  Move the pointer over the transition and right click to bring
 up the transition menu.  The <em>show</em> option brings up specific
 parameters for the transition in question if there are any.  The
@@ -2707,7 +2784,7 @@
 transitions until they are changed again.  Finally, the <em>detach</em>
 option removes the transition from the timeline.
 
-<p>Dragging and dropping transitions from the Resource window to the
+   <p>Dragging and dropping transitions from the Resource window to the
 Program window can be really slow and tiring.  Fortunately, once you
 drag a transition from the Resource window, the <em>U</em> and <em>u</em>
 keys will paste the same transition.  The <em>U</em> key pastes the last
@@ -2715,22 +2792,24 @@
 on all the recordable tracks.  If the insertion point or in point is
 over an edit, the beginning of the edit is covered by the transition.
 
-<p>It should be noted that when playing transitions from the timeline to a
+   <p>It should be noted that when playing transitions from the timeline to a
 hardware accelerated video device, the hardware acceleration will
 usually be turned off momentarily during the transition and on after
 the transition in order to render the transition.  Using an
 unaccelerated video device for the entire timeline normally removes the
 disturbance.
 
+<div class="node">
 <p><hr>
 Node:<a name="LADSPA%20EFFECTS">LADSPA EFFECTS</a>,
-Previous:<a rel=previous accesskey=p href="#TRANSITIONS">TRANSITIONS</a>,
-Up:<a rel=up accesskey=u href="#USING%20EFFECTS">USING EFFECTS</a>
+Previous:<a rel="previous" accesskey="p" href="#TRANSITIONS">TRANSITIONS</a>,
+Up:<a rel="up" accesskey="u" href="#USING%20EFFECTS">USING EFFECTS</a>
 <br>
+</div>
 
-<h3>LADSPA EFFECTS</h3>
+<h3 class="section">LADSPA EFFECTS</h3>
 
-<p>LADSPA effects are supported in realtime and rendered mode for audio. 
+   <p>LADSPA effects are supported in realtime and rendered mode for audio. 
 The LADSPA plugins you get from the internet vary in quality.  Most
 can't be tweeked in realtime very easily and work better when
 rendered.  Some crash and some can only be applied to one track due to
@@ -2740,20 +2819,22 @@
 effects appear in the audio folder as the hammer and screwdriver, to
 signify that they are Plugins for Linux Audio Developers.
 
-<p>LADSPA Effects are enabled merely by setting the <em>LADSPA_PATH</em>
+   <p>LADSPA Effects are enabled merely by setting the <em>LADSPA_PATH</em>
 environment variable to the location of your LADSPA plugins or putting
 them in the <em>/usr/lib/cinelerra</em> directory.
 
+<div class="node">
 <p><hr>
 Node:<a name="SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>,
-Next:<a rel=next accesskey=n href="#COMPOSITING">COMPOSITING</a>,
-Previous:<a rel=previous accesskey=p href="#USING%20EFFECTS">USING EFFECTS</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#COMPOSITING">COMPOSITING</a>,
+Previous:<a rel="previous" accesskey="p" href="#USING%20EFFECTS">USING EFFECTS</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>SETTING PROJECT ATTRIBUTES</h2>
+<h2 class="chapter">SETTING PROJECT ATTRIBUTES</h2>
 
-<p>When you play media files in Cinelerra, the media files have a certain
+   <p>When you play media files in Cinelerra, the media files have a certain
 number of tracks, a certain frame size, a certain sample size, and so
 on and so forth.  No matter what the media file has; however, it is
 still played back according to the project attributes.  If an audio
@@ -2762,7 +2843,7 @@
 attributes, it is composited on a black frame, either cropped or
 bordered with black.
 
-<p>The project attributes are adjusted in <em>settings-&gt;format</em> and in
+   <p>The project attributes are adjusted in <em>settings-&gt;format</em> and in
 to a more limited extent in <em>file-&gt;new</em>.  When you adjust project
 settings in <em>file-&gt;new</em> a new timeline is created with no data. 
 Every timeline created from this point uses the same settings.  When
@@ -2770,13 +2851,13 @@
 recreated with no data but every timeline created from this point uses
 the same settings.
 
-<p>In addition to the traditional settings for sample rate, frame rate,
+   <p>In addition to the traditional settings for sample rate, frame rate,
 frame size, Cinelerra uses some unusual settings like <em>channel
 positions, color model, and aspect ratio.</em>
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 Channel positions is the only setting which doesn't affect the output
 necessarily.  Click on a speaker icon and drag to change the position
 of a channel.  It is merely a convenience so when more than 2 channels
@@ -2787,13 +2868,13 @@
 
 <br><p>
 <br><p>
-<img src="channelpositions.png" alt="channelpositions.png">
+     <img src="channelpositions.png" alt="channelpositions.png">
 <br><p>
 <br><p>
-<p>But different channels can be positioned very close together to make
+     <p>But different channels can be positioned very close together to make
 them have the same output.
 
-</p><li>
+     </p><li>
 Color model is very important for video playback.  The video is stored
 on disk in one colormodel, normally compressed using a YUV derivative. 
 When played back, Cinelerra decompresses it from the file format
@@ -2803,15 +2884,15 @@
 device.  The selection of internal colormodel determines how accurate
 and fast the effects are.
 
-<p>Cinelerra colormodels are described using a certain packing order of
+     <p>Cinelerra colormodels are described using a certain packing order of
 components and a certain number of bits for each component.  The
 packing order is printed on the left and the bit allocation is printed
 on the right.
 
-<p><em>RGBA8888</em> uses red, green, blue, and alpha with 8 bits per
+     <p><em>RGBA8888</em> uses red, green, blue, and alpha with 8 bits per
 channel.
 
-<p>In order to do effects which involve alpha channels, a colormodel with
+     <p>In order to do effects which involve alpha channels, a colormodel with
 an alpha channel must be selected.  These are RGBA8888, YUVA8888,
 RGBA16161616, YUVA16161616.  The 4 channel colormodels are notoriously
 slower than 3 channel colormodels, with the slowest being
@@ -2820,29 +2901,31 @@
 to do anything, so it's a good idea to try the effect without alpha
 channels.
 
-<p>The YUV colormodels are usually faster than RGB colormodels when using
+     <p>The YUV colormodels are usually faster than RGB colormodels when using
 compressed footage.  They also destroy fewer colors than RGB
 colormodels.  If footage stored as JPEG or MPEG is processed many times
 in RGB, the colors will fade while they won't if processed in YUV.
 
-</p><li>
+     </p><li>
 Aspect ratio determines the shape of the video output when using the
 X11 video output.  The numbers in each direction can be any floating
 point number.  When drawn on the screen, video pixels are stretched to
 match the aspect ratio.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="COMPOSITING">COMPOSITING</a>,
-Next:<a rel=next accesskey=n href="#KEYFRAMES">KEYFRAMES</a>,
-Previous:<a rel=previous accesskey=p href="#SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#KEYFRAMES">KEYFRAMES</a>,
+Previous:<a rel="previous" accesskey="p" href="#SETTING%20PROJECT%20ATTRIBUTES">SETTING PROJECT ATTRIBUTES</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>COMPOSITING</h2>
+<h2 class="chapter">COMPOSITING</h2>
 
-<p>A large amount of Cinelerra's binary size is directed towards
+   <p>A large amount of Cinelerra's binary size is directed towards
 compositing.  When you remove the letterboxing from a widescreen show,
 you're compositing.  Changing the resolution of a show, making a split
 screen, and fading in and out among other things are all compositing
@@ -2850,29 +2933,31 @@
 operation and plays back through the compositing engine only then. 
 Otherwise, it uses the fastest decoder available in the hardware.
 
-<p>Compositing operations are done on the timeline and in the Compositor
+   <p>Compositing operations are done on the timeline and in the Compositor
 window.  Shortcuts exist in the Resource window for changing project
 attributes.  Once some video files are on the timeline, the compositor
 window is a good place to try compositing.
 
-<ul>
-<li><a accesskey=1 href="#THE%20CAMERA%20AND%20PROJECTOR">THE CAMERA AND PROJECTOR</a>: 
-<li><a accesskey=2 href="#MASKS">MASKS</a>: 
-<li><a accesskey=3 href="#CROPPING">CROPPING</a>: 
-<li><a accesskey=4 href="#SAFE%20REGIONS">SAFE REGIONS</a>: 
-<li><a accesskey=5 href="#OVERLAY%20MODES">OVERLAY MODES</a>: 
-<li><a accesskey=6 href="#TRACK%20AND%20OUTPUT%20SIZES">TRACK AND OUTPUT SIZES</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#THE%20CAMERA%20AND%20PROJECTOR">THE CAMERA AND PROJECTOR</a>: 
+<li><a accesskey="2" href="#MASKS">MASKS</a>: 
+<li><a accesskey="3" href="#CROPPING">CROPPING</a>: 
+<li><a accesskey="4" href="#SAFE%20REGIONS">SAFE REGIONS</a>: 
+<li><a accesskey="5" href="#OVERLAY%20MODES">OVERLAY MODES</a>: 
+<li><a accesskey="6" href="#TRACK%20AND%20OUTPUT%20SIZES">TRACK AND OUTPUT SIZES</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="THE%20CAMERA%20AND%20PROJECTOR">THE CAMERA AND PROJECTOR</a>,
-Next:<a rel=next accesskey=n href="#MASKS">MASKS</a>,
-Up:<a rel=up accesskey=u href="#COMPOSITING">COMPOSITING</a>
+Next:<a rel="next" accesskey="n" href="#MASKS">MASKS</a>,
+Up:<a rel="up" accesskey="u" href="#COMPOSITING">COMPOSITING</a>
 <br>
+</div>
 
-<h3>THE CAMERA AND PROJECTOR</h3>
+<h3 class="section">THE CAMERA AND PROJECTOR</h3>
 
-<p>In the compositor window, the most important functions are the
+   <p>In the compositor window, the most important functions are the
 <img src="camera.png" alt="camera.png"> camera button and the <img src="projector.png" alt="projector.png"> projector
 button.  These control operation of the camera and projector.  Inside
 Cinelerra's compositing pipeline, the camera determines where in the
@@ -2885,19 +2970,19 @@
 
 <br><p>
 <br><p>
-<img src="compositing_pipeline.png" alt="compositing_pipeline.png">
+   <img src="compositing_pipeline.png" alt="compositing_pipeline.png">
 <br><p>
 <br><p>
-<p><em>Visual representation of the compositing pipeline</em>.
+   <p><em>Visual representation of the compositing pipeline</em>.
 
-<p>When editing the camera and projector in the compositing window, the
+   <p>When editing the camera and projector in the compositing window, the
 first track with <em>record</em> enabled is the track affected.  Even if
 the track is completely transparent, it's still the affected track.  If
 multiple video tracks exist, the easiest way to select one track for
 editing is to <em>shift-click</em> on the record icon of the track.  This
 solos the track.
 
-<p>When the <em>projector</em> button is enabled in the compositor window,
+   <p>When the <em>projector</em> button is enabled in the compositor window,
 you're in projector editing mode.  A guide box appears in the video
 window.  Dragging anywhere in the video window causes the guide box to
 move, hopefully along with the video.  <em>shift-dragging</em> anywhere
@@ -2905,46 +2990,46 @@
 the video.  Once you've positioned the video with the projector, you're
 ready to master the camera.
 
-<p>Select the <img src="camera.png" alt="camera.png"> camera button to enable camera editing mode. 
+   <p>Select the <img src="camera.png" alt="camera.png"> camera button to enable camera editing mode. 
 In this mode, the guide box shows where the camera position is in
 relation to past and future camera positions but not where it is in
 relation to the source video.  Dragging the camera box in the
 compositor window doesn't move the box but instead moves the location
 of the video inside the box.
 
-<p>For example, when you drag the camera left, the video moves right. 
+   <p>For example, when you drag the camera left, the video moves right. 
 When you drag the camera up, the video moves down.  When you shift-drag
 the camera, the effect is the same as if you zoomed in or out of the
 source.  The intention of the camera is to produce still photo panning,
 while the intention of the projector is to composite several sources in
 the same scene.
 
-<p>In the compositing window, there is a popup menu of options for the
+   <p>In the compositing window, there is a popup menu of options for the
 camera and projector.  Right click over the video portion of the
 compositing window to bring up the menu.
 
-<ul>
+     <ul>
 
-<li>Reset Camera causes the camera to return to the center position.
+     <li>Reset Camera causes the camera to return to the center position.
 
-<li>Reset Projector causes the projector to return to the center.
+     <li>Reset Projector causes the projector to return to the center.
 
-</ul>
+   </ul>
 
-<p>The camera and projector have shortcut operations neither in the popup
+   <p>The camera and projector have shortcut operations neither in the popup
 menu or represented in video overlays.  These are accessed in the
 <em>Tool window</em>.  Most operations in the Compositor window have a
 tool window which is enabled by activating the <img src="toolwindow.png" alt="toolwindow.png">
 question mark.
 
-<p>In the case of the camera and projector, the tool window shows x, y,
+   <p>In the case of the camera and projector, the tool window shows x, y,
 and z coordinates.  By either tumbling or entering text directly, the
 camera and projector can be precisely positioned.  9 justification
 types are also defined for easy access.  A popular justification
 operation is upper left projection after image reduction.  This is used
 when reducing the size of video with aspect ratio adjustment.
 
-<p>The translation effect allows simultaneous aspect ratio conversion and
+   <p>The translation effect allows simultaneous aspect ratio conversion and
 reduction but is easier to use if the reduced video is put in the upper
 left of the temporary instead of in the center.  The track size is set
 to the original size of the video and the camera is centered.  The
@@ -2952,7 +3037,7 @@
 effects, this produces just the cropped center portion of the video in
 the output.
 
-<p>The translation effect is dropped onto the video track.  The input
+   <p>The translation effect is dropped onto the video track.  The input
 dimensions of the translation effect are set to the original size and
 the output dimensions are set to the reduced size.  To put the reduced
 video in the center section that the projector shows would require
@@ -2960,21 +3045,23 @@
 Instead, we leave <em>out x and out y</em> at 0 and use the projector's
 tool window.
 
-<p>Merely by selecting <img src="left_justify.png" alt="left_justify.png"> left justify and
+   <p>Merely by selecting <img src="left_justify.png" alt="left_justify.png"> left justify and
 <img src="top_justify.png" alt="top_justify.png"> top justify, the projector displays the reduced
 image from the top left corner of the temporary in the center of the
 output.
 
+<div class="node">
 <p><hr>
 Node:<a name="MASKS">MASKS</a>,
-Next:<a rel=next accesskey=n href="#CROPPING">CROPPING</a>,
-Previous:<a rel=previous accesskey=p href="#THE%20CAMERA%20AND%20PROJECTOR">THE CAMERA AND PROJECTOR</a>,
-Up:<a rel=up accesskey=u href="#COMPOSITING">COMPOSITING</a>
+Next:<a rel="next" accesskey="n" href="#CROPPING">CROPPING</a>,
+Previous:<a rel="previous" accesskey="p" href="#THE%20CAMERA%20AND%20PROJECTOR">THE CAMERA AND PROJECTOR</a>,
+Up:<a rel="up" accesskey="u" href="#COMPOSITING">COMPOSITING</a>
 <br>
+</div>
 
-<h3>MASKS</h3>
+<h3 class="section">MASKS</h3>
 
-<p>Masks select a region of the video for either displaying or hiding. 
+   <p>Masks select a region of the video for either displaying or hiding. 
 Masks are also used in conjunction with another effect to isolate the
 effect to a certain region of the frame.  A copy of one video track may
 be delayed slightly and unmasked in locations where the one copy has
@@ -2984,24 +3071,24 @@
 vanilla track shows through.  Removal of boom microphones, airplanes,
 and housewives are other mask uses.
 
-<p>The order of the compositing pipeline affects what can be done with
+   <p>The order of the compositing pipeline affects what can be done with
 masks.  Mainly, masks are performed on the temporary after effects and
 before the projector.  This means multiple tracks can be bounced to a
 masked track and projected with the same mask.
 
-<p>Our compositing pipeline graph now has a masking stage.  There are 8
+   <p>Our compositing pipeline graph now has a masking stage.  There are 8
 possible masks per track.  Each mask is defined separately, although
 they each perform the same operation, whether it's addition or
 subtraction.
 
 <br><p>
 <br><p>
-<img src="compositing_pipeline2.png" alt="compositing_pipeline2.png">
+   <img src="compositing_pipeline2.png" alt="compositing_pipeline2.png">
 <br><p>
 <br><p>
-<p><em>Compositing pipeline with masks</em>
+   <p><em>Compositing pipeline with masks</em>
 
-<p>To define a mask, go into the Compositor window and enable the
+   <p>To define a mask, go into the Compositor window and enable the
 <img src="mask.png" alt="mask.png"> <em>mask</em> toggle.  Now go over the video and
 click-drag.  Click-drag again in another part of the image to create
 each new point of the mask.  While it isn't the conventional bezier
@@ -3009,48 +3096,48 @@
 effect of the mask is going to be.  Creating each point of the mask
 expands a rubber band curve.
 
-<p>Once points are defined, they can be moved by <em>ctrl-dragging</em> in
+   <p>Once points are defined, they can be moved by <em>ctrl-dragging</em> in
 the vicinity of the corner.  This; however, doesn't smooth out the
 curve.  The in-out points of the bezier curve are accessed by
 <em>shift-dragging</em> in the vicinity of the corner.  Then
 <em>shift-dragging</em> near the in or out point causes the point to
 move.
 
-<p>Finally, once you have a mask, the mask can be translated in one piece
+   <p>Finally, once you have a mask, the mask can be translated in one piece
 by <em>alt-dragging</em> the mask.  Mask editing in Cinelerra is
 identical to how The Gimp edits masks except in this case the effect of
 the mask is always on.
 
-<p>The masks have many more parameters which couldn't be represented with
+   <p>The masks have many more parameters which couldn't be represented with
 video overlays.  These are represented in the tool window for masks. 
 Selecting the <img src="toolwindow.png" alt="toolwindow.png"> question mark when the <img src="mask.png" alt="mask.png">
 mask toggle is highlighted brings up the mask options.
 
-<p>The <em>mode</em> of the mask determines if the mask removes data or
+   <p>The <em>mode</em> of the mask determines if the mask removes data or
 makes data visible.  If the mode is subtractive, the mask causes video
 to disappear.  If the mode is additive, the mask causes video to appear
 and everything outside the mask to disappear.
 
-<p>The <em>value</em> of the mask determines how extreme the addition or
+   <p>The <em>value</em> of the mask determines how extreme the addition or
 subtraction is.  In the subtractive mode, higher values subtract more
 alpha.  In the additive mode, higher values make the region in the mask
 brighter while the region outside the mask is always hidden.
 
-<p>The mask number determines which one of the 8 possible masks we're
+   <p>The mask number determines which one of the 8 possible masks we're
 editing.  Each track has 8 possible masks.  When you click-drag in the
 compositor window, you're only editing one of the masks.  Change the
 value of <em>mask number</em> to cause another mask to be edited.  The
 previous mask is still active but only the curve overlay for the
 currently selected mask is visible.
 
-<p>When multiple masks are used, their effects are ORed together.  Every
+   <p>When multiple masks are used, their effects are ORed together.  Every
 mask in a single track uses the same value and mode.
 
-<p>The edges of a mask are hard by default but this rarely is desired. 
+   <p>The edges of a mask are hard by default but this rarely is desired. 
 The <em>feather</em> parameter determines how many pixels to feather the
 mask.  This creates softer edges but takes longer to render.
 
-<p>Finally, there are parameters which affect one point on the current
+   <p>Finally, there are parameters which affect one point on the current
 mask instead of the whole mask.  These are <em>Delete, x, y</em>.  The
 active point is defined as the last point dragged in the compositor
 window.  Any point can be activated merely by <em>ctrl-clicking</em> near
@@ -3058,16 +3145,18 @@
 <em>Delete</em> deletes it and <em>x, y</em> allow repositioning by numeric
 entry.
 
+<div class="node">
 <p><hr>
 Node:<a name="CROPPING">CROPPING</a>,
-Next:<a rel=next accesskey=n href="#SAFE%20REGIONS">SAFE REGIONS</a>,
-Previous:<a rel=previous accesskey=p href="#MASKS">MASKS</a>,
-Up:<a rel=up accesskey=u href="#COMPOSITING">COMPOSITING</a>
+Next:<a rel="next" accesskey="n" href="#SAFE%20REGIONS">SAFE REGIONS</a>,
+Previous:<a rel="previous" accesskey="p" href="#MASKS">MASKS</a>,
+Up:<a rel="up" accesskey="u" href="#COMPOSITING">COMPOSITING</a>
 <br>
+</div>
 
-<h3>CROPPING</h3>
+<h3 class="section">CROPPING</h3>
 
-<p>Cropping changes the value of the output dimensions and the projector
+   <p>Cropping changes the value of the output dimensions and the projector
 to reduce the visible picture area.  Enable the <img src="crop.png" alt="crop.png"> crop
 toggle and the <img src="toolwindow.png" alt="toolwindow.png"> tool window to perform cropping in
 the compositing window.  This draws a rectangle over the video. 
@@ -3076,79 +3165,85 @@
 window allows text entry of the coordinates.  When the rectangle is
 positioned, hit the <em>do it</em> button in the tool window.
 
+<div class="node">
 <p><hr>
 Node:<a name="SAFE%20REGIONS">SAFE REGIONS</a>,
-Next:<a rel=next accesskey=n href="#OVERLAY%20MODES">OVERLAY MODES</a>,
-Previous:<a rel=previous accesskey=p href="#CROPPING">CROPPING</a>,
-Up:<a rel=up accesskey=u href="#COMPOSITING">COMPOSITING</a>
+Next:<a rel="next" accesskey="n" href="#OVERLAY%20MODES">OVERLAY MODES</a>,
+Previous:<a rel="previous" accesskey="p" href="#CROPPING">CROPPING</a>,
+Up:<a rel="up" accesskey="u" href="#COMPOSITING">COMPOSITING</a>
 <br>
+</div>
 
-<h3>SAFE REGIONS</h3>
+<h3 class="section">SAFE REGIONS</h3>
 
-<p>On consumer displays the borders of the image are cut off and within
+   <p>On consumer displays the borders of the image are cut off and within
 the cutoff point is a region which isn't always square like it is in
 the compositor window.  The borders are intended for scratch room and
 vertical blanking data.  You can show where these borders are by
 enabling the <img src="titlesafe.png" alt="titlesafe.png"> safe regions toggle.  Keep titles inside
 the inner rectangle and keep action inside the outer rectangle.
 
+<div class="node">
 <p><hr>
 Node:<a name="OVERLAY%20MODES">OVERLAY MODES</a>,
-Next:<a rel=next accesskey=n href="#TRACK%20AND%20OUTPUT%20SIZES">TRACK AND OUTPUT SIZES</a>,
-Previous:<a rel=previous accesskey=p href="#SAFE%20REGIONS">SAFE REGIONS</a>,
-Up:<a rel=up accesskey=u href="#COMPOSITING">COMPOSITING</a>
+Next:<a rel="next" accesskey="n" href="#TRACK%20AND%20OUTPUT%20SIZES">TRACK AND OUTPUT SIZES</a>,
+Previous:<a rel="previous" accesskey="p" href="#SAFE%20REGIONS">SAFE REGIONS</a>,
+Up:<a rel="up" accesskey="u" href="#COMPOSITING">COMPOSITING</a>
 <br>
+</div>
 
-<h3>OVERLAY MODES</h3>
+<h3 class="section">OVERLAY MODES</h3>
 
-<p>Every track has an overlay mode, accessible by expanding the track. 
+   <p>Every track has an overlay mode, accessible by expanding the track. 
 Select the <img src="expandpatch_checked.png" alt="expandpatch_checked.png"> expand track toggle to view all
 the options for a video track.  The overlay mode of the track is
 <em>normal</em> by default.  Select other modes by selecting the
 <em>normal</em> button.  Overlay modes are processed inside the projector
 stage of compositing.  The different modes are summarized below.
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 Normal uses a traditional Porter-Diff equation to blend tracks with
 alpha.  When no alpha exists, the new track replaces the output.
 
-<li>
+     <li>
 In addition, whatever is in the output is added to the current track. 
 The result is blended based on the current track's alpha onto the
 output.
 
-<li>
+     <li>
 In subtraction, the current track is subtracted from the output and the
 result is alpha blended onto the output.
 
-<li>
+     <li>
 Multiply is the most useful operation.  The current track is multiplied
 by the output and the result blended onto the output.  Usually a black
 and white image with no alpha channel or a white title on a black image
 is used as the current track.  With the multiply operation, only the
 output portions under the white area show.
 
-<li>
+     <li>
 Divide divides the current track by the output and the result is
 blended into the output.  It usually results in overloaded levels.
 
-<li>
+     <li>
 Replace does no blending and overwrites the output with the current
 track.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="TRACK%20AND%20OUTPUT%20SIZES">TRACK AND OUTPUT SIZES</a>,
-Previous:<a rel=previous accesskey=p href="#OVERLAY%20MODES">OVERLAY MODES</a>,
-Up:<a rel=up accesskey=u href="#COMPOSITING">COMPOSITING</a>
+Previous:<a rel="previous" accesskey="p" href="#OVERLAY%20MODES">OVERLAY MODES</a>,
+Up:<a rel="up" accesskey="u" href="#COMPOSITING">COMPOSITING</a>
 <br>
+</div>
 
-<h3>TRACK AND OUTPUT SIZES</h3>
+<h3 class="section">TRACK AND OUTPUT SIZES</h3>
 
-<p>The size of the temporary and the size of the output in our compositing
+   <p>The size of the temporary and the size of the output in our compositing
 pipeline are independant and variable.  This fits into everything
 covered so far.  The camera's viewport is the temporary size.  Effects
 are processed in the temporary and are affected by the temporary size. 
@@ -3157,36 +3252,38 @@
 bordered by blank regions in the output.  If the temporary is bigger
 than the output, the temporary is cropped.
 
-<p>The temporary size is defined as the track size.  Each track has a
+   <p>The temporary size is defined as the track size.  Each track has a
 different size.  Right click on a track to bring up the track's menu. 
 Select <em>Resize Track</em> to resize the track to any arbitrary size. 
 Alternatively you can select <em>Match output size</em> to make the track
 the same size as the output.
 
-<p>The output size is set in either <em>New</em> when creating a new project
+   <p>The output size is set in either <em>New</em> when creating a new project
 or <em>Settings-&gt;Format</em>.  In the Resource window there is another
 way to change the output size.  Right click on a video asset and select
 <em>Match project size</em> to conform the output to the asset.  When new
 tracks are created, the track size always conforms to the output size
 specified by these methods.
 
+<div class="node">
 <p><hr>
 Node:<a name="KEYFRAMES">KEYFRAMES</a>,
-Next:<a rel=next accesskey=n href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>,
-Previous:<a rel=previous accesskey=p href="#COMPOSITING">COMPOSITING</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>,
+Previous:<a rel="previous" accesskey="p" href="#COMPOSITING">COMPOSITING</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>KEYFRAMES</h2>
+<h2 class="chapter">KEYFRAMES</h2>
 
-<p>Setting static compositing parameters isn't very useful most of the
+   <p>Setting static compositing parameters isn't very useful most of the
 time.  Normally you need to move the camera around over time or change
 mask positions.  Masks need to follow objects.  We create dymanic
 changes by defining keyframes.  A keyframe is a certain point in time
 when the settings for one operation change.  In Cinelerra, there are
 keyframes for almost every compositing parameter and effect parameter.
 
-<p>Whenever you adjust any parameter, the value is stored in a keyframe. 
+   <p>Whenever you adjust any parameter, the value is stored in a keyframe. 
 If the value is stored in a keyframe, why doesn't it always change? 
 The keyframe it is stored in is known as the <em>default keyframe</em>. 
 The default keyframe applies to the entire duration if no other
@@ -3194,27 +3291,29 @@
 because it always exists.  The only way change occurs over time is if
 non-default keyframes are created.
 
-<p>Display keyframes for any parameter by using the <em>view</em> menu. 
+   <p>Display keyframes for any parameter by using the <em>view</em> menu. 
 When keyframes are selected, they are drawn on the timeline over the
 tracks they apply to.
 
-<ul>
-<li><a accesskey=1 href="#CURVE%20KEYFRAMES">CURVE KEYFRAMES</a>: 
-<li><a accesskey=2 href="#TOGGLE%20KEYFRAMES">TOGGLE KEYFRAMES</a>: 
-<li><a accesskey=3 href="#AUTOMATIC%20KEYFRAMES">AUTOMATIC KEYFRAMES</a>: 
-<li><a accesskey=4 href="#COMPOSITOR%20KEYFRAMES">COMPOSITOR KEYFRAMES</a>: 
-<li><a accesskey=5 href="#EDITING%20KEYFRAMES">EDITING KEYFRAMES</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#CURVE%20KEYFRAMES">CURVE KEYFRAMES</a>: 
+<li><a accesskey="2" href="#TOGGLE%20KEYFRAMES">TOGGLE KEYFRAMES</a>: 
+<li><a accesskey="3" href="#AUTOMATIC%20KEYFRAMES">AUTOMATIC KEYFRAMES</a>: 
+<li><a accesskey="4" href="#COMPOSITOR%20KEYFRAMES">COMPOSITOR KEYFRAMES</a>: 
+<li><a accesskey="5" href="#EDITING%20KEYFRAMES">EDITING KEYFRAMES</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="CURVE%20KEYFRAMES">CURVE KEYFRAMES</a>,
-Next:<a rel=next accesskey=n href="#TOGGLE%20KEYFRAMES">TOGGLE KEYFRAMES</a>,
-Up:<a rel=up accesskey=u href="#KEYFRAMES">KEYFRAMES</a>
+Next:<a rel="next" accesskey="n" href="#TOGGLE%20KEYFRAMES">TOGGLE KEYFRAMES</a>,
+Up:<a rel="up" accesskey="u" href="#KEYFRAMES">KEYFRAMES</a>
 <br>
+</div>
 
-<h3>CURVE KEYFRAMES</h3>
+<h3 class="section">CURVE KEYFRAMES</h3>
 
-<p>Fade and zoom settings are stored in bezier curves.  Go to
+   <p>Fade and zoom settings are stored in bezier curves.  Go to
 <em>view-&gt;fade keyframes</em> or <em>view-&gt;...zoom</em> to show curves on
 the timeline.  It's sometimes easier to pull down the <em>view</em> menu
 and then use the keyboard shortcuts listed in the menu to enable or
@@ -3223,7 +3322,7 @@
 timeline until it changes shape.  Then merely by clicking and dragging
 on the curve you can create a keyframe at the position.
 
-<p>After the keyframe is created, click drag on it again to reposition
+   <p>After the keyframe is created, click drag on it again to reposition
 it.  When you click-drag a second keyframe on the curve, it creates a
 smooth ramp.  <em>ctrl-dragging</em> on a keyframe changes the value of
 either the input control or the output control.  This affects the
@@ -3231,92 +3330,98 @@
 can be moved horizontally as well as vertically, the horizontal
 movement is purely for legibility and isn't used in the curve value.
 
-<p>You may remember that The Gimp and the Compositing masks all use
+   <p>You may remember that The Gimp and the Compositing masks all use
 <em>shift</em> to select control points so why does the timeline use
 <em>ctrl</em>?  When you <em>shift-drag</em> on a timeline curve, the
 keyframe jumps to the value of either the next or previous keyframe,
 depending on which exists.  This lets you set a constant curve value
 without having to copy the next or previous keyframe.
 
+<div class="node">
 <p><hr>
 Node:<a name="TOGGLE%20KEYFRAMES">TOGGLE KEYFRAMES</a>,
-Next:<a rel=next accesskey=n href="#AUTOMATIC%20KEYFRAMES">AUTOMATIC KEYFRAMES</a>,
-Previous:<a rel=previous accesskey=p href="#CURVE%20KEYFRAMES">CURVE KEYFRAMES</a>,
-Up:<a rel=up accesskey=u href="#KEYFRAMES">KEYFRAMES</a>
+Next:<a rel="next" accesskey="n" href="#AUTOMATIC%20KEYFRAMES">AUTOMATIC KEYFRAMES</a>,
+Previous:<a rel="previous" accesskey="p" href="#CURVE%20KEYFRAMES">CURVE KEYFRAMES</a>,
+Up:<a rel="up" accesskey="u" href="#KEYFRAMES">KEYFRAMES</a>
 <br>
+</div>
 
-<h3>TOGGLE KEYFRAMES</h3>
+<h3 class="section">TOGGLE KEYFRAMES</h3>
 
-<p>Mute is the only toggle keyframe.  Mute keyframes determine where the
+   <p>Mute is the only toggle keyframe.  Mute keyframes determine where the
 track is processed but not rendered to the output.  Click-drag on these
 curves to create a keyframe.  Unlike curves, the toggle keyframe has
 only two values: on or off.  Ctrl and shift do nothing on toggle
 keyframes.
 
+<div class="node">
 <p><hr>
 Node:<a name="AUTOMATIC%20KEYFRAMES">AUTOMATIC KEYFRAMES</a>,
-Next:<a rel=next accesskey=n href="#COMPOSITOR%20KEYFRAMES">COMPOSITOR KEYFRAMES</a>,
-Previous:<a rel=previous accesskey=p href="#TOGGLE%20KEYFRAMES">TOGGLE KEYFRAMES</a>,
-Up:<a rel=up accesskey=u href="#KEYFRAMES">KEYFRAMES</a>
+Next:<a rel="next" accesskey="n" href="#COMPOSITOR%20KEYFRAMES">COMPOSITOR KEYFRAMES</a>,
+Previous:<a rel="previous" accesskey="p" href="#TOGGLE%20KEYFRAMES">TOGGLE KEYFRAMES</a>,
+Up:<a rel="up" accesskey="u" href="#KEYFRAMES">KEYFRAMES</a>
 <br>
+</div>
 
-<h3>AUTOMATIC KEYFRAMES</h3>
+<h3 class="section">AUTOMATIC KEYFRAMES</h3>
 
-<p>You may have noticed when a few fade curves are set up, moving the
+   <p>You may have noticed when a few fade curves are set up, moving the
 insertion point around the curves causes the faders to reflect the
 curve value under the insertion point.  This isn't just to look cool. 
 The faders themselves can set keyframes in automatic keyframe mode. 
 Automatic keyframe mode is usually more useful than dragging curves.
 
-<p>Enable automatic keyframe mode by enabling the automatic keyframe
+   <p>Enable automatic keyframe mode by enabling the automatic keyframe
 toggle <img src="autokeyframe.png" alt="autokeyframe.png">.  In automatic keyframe mode, every time
 you tweek a keyframeable parameter it creates a keyframe on the
 timeline.  Since automatic keyframes affect many parameters, it's best
 enabled just before you need a keyframe and disabled immediately
 thereafter.
 
-<p>It's useful to go into the <em>View</em> menu and make the desired
+   <p>It's useful to go into the <em>View</em> menu and make the desired
 parameter visible before performing a change.  The location where the
 automatic keyframe is generated is under the insertion point.  If the
 timeline is playing back during a tweek, several automatic keyframes
 will be generated as you change the parameter.
 
-<p>When automatic keyframe mode is disabled, a similarly strange thing
+   <p>When automatic keyframe mode is disabled, a similarly strange thing
 happens.  Adjusting a parameter adjusts the keyframe immediately
 preceeding the insertion point.  If two fade keyframes exist and the
 insertion point is between them, changing the fader changes the first
 keyframe.
 
-<p>There are many parameters which can only be keyframed in automatic
+   <p>There are many parameters which can only be keyframed in automatic
 keyframe mode.  These are parameters for which curves would take up too
 much space on the track or which can't be represented easily by a
 curve.
 
-<p>Effects are only keyframable in automatic mode because of the number of
+   <p>Effects are only keyframable in automatic mode because of the number of
 parameters in each individual effect.
 
-<p>Camera and projector translation can only be keyframed in automatic
+   <p>Camera and projector translation can only be keyframed in automatic
 keyframe mode while camera and projector zoom can be keyframed with
 curves.  It is here that we conclude the discussion of compositing,
 since compositing is highly dependant on the ability to change over
 time.
 
+<div class="node">
 <p><hr>
 Node:<a name="COMPOSITOR%20KEYFRAMES">COMPOSITOR KEYFRAMES</a>,
-Next:<a rel=next accesskey=n href="#EDITING%20KEYFRAMES">EDITING KEYFRAMES</a>,
-Previous:<a rel=previous accesskey=p href="#AUTOMATIC%20KEYFRAMES">AUTOMATIC KEYFRAMES</a>,
-Up:<a rel=up accesskey=u href="#KEYFRAMES">KEYFRAMES</a>
+Next:<a rel="next" accesskey="n" href="#EDITING%20KEYFRAMES">EDITING KEYFRAMES</a>,
+Previous:<a rel="previous" accesskey="p" href="#AUTOMATIC%20KEYFRAMES">AUTOMATIC KEYFRAMES</a>,
+Up:<a rel="up" accesskey="u" href="#KEYFRAMES">KEYFRAMES</a>
 <br>
+</div>
 
-<h3>COMPOSITOR KEYFRAMES</h3>
+<h3 class="section">COMPOSITOR KEYFRAMES</h3>
 
-<p>Camera and projector translation is represented by two parameters: x
+   <p>Camera and projector translation is represented by two parameters: x
 and y.  Therefore it is cumbersome to adjust with curves.  Cinelerra
 solves this problem by relying on automatic keyframes.  With a video
 track loaded, move the insertion point to the beginning of the track
 and enable automatic keyframe mode.
 
-<p>Move the projector slightly in the compositor window to create a
+   <p>Move the projector slightly in the compositor window to create a
 keyframe.  Then go forward several seconds.  Move the projector a long
 distance to create another keyframe and emphasize motion.  This creates
 a second projector box in the compositor, with a line joining the two
@@ -3324,14 +3429,14 @@
 keyframes, more boxes are created.  Once all the desired keyframes are
 created, disable automatic keyframe mode.
 
-<p>Now when scrubbing around with the compositor window's slider, the
+   <p>Now when scrubbing around with the compositor window's slider, the
 video projection moves over time.  At any point between two keyframes,
 the motion path is read for all time before the insertion point and
 green for all time after the insertion point.  It's debatable if this
 is a very useful feature but it makes you feel good to know what
 keyframe is going to be affected by the next projector tweek.
 
-<p>Click-drag when automatic keyframes are off to adjust the preceeding
+   <p>Click-drag when automatic keyframes are off to adjust the preceeding
 keyframe.  If you're halfway between two keyframes, the first projector
 box is adjusted while the second one stays the same.  Furthermore, the
 video doesn't appear to move in step with the first keyframe.  This is
@@ -3339,7 +3444,7 @@
 interpolated.  In order to set the second keyframe you'll need to scrub
 after the second keyframe.
 
-<p>By default the motion path is a straight line, but it can be curved
+   <p>By default the motion path is a straight line, but it can be curved
 with control points.  <em>Ctrl-drag</em> to set either the in or out
 control point of the preceeding keyframe.  Once again, we depart from
 The Gimp because <em>shift</em> is already used for zoom.  After the in
@@ -3348,32 +3453,34 @@
 point.  A control point can be out of view entirely yet still
 controllable.
 
-<p>When editing the camera translation, the behavior of the camera boxes
+   <p>When editing the camera translation, the behavior of the camera boxes
 is slightly different.  Camera automation is normally used for still
 photo panning.  The current camera box doesn't move during a drag, but
 if multiple keyframes are set, every camera box except the current
 keyframe appears to move.  This is because the camera display shows
 every other camera position relative to the current one.
 
-<p>The situation becomes more intuitive if you bend the motion path
+   <p>The situation becomes more intuitive if you bend the motion path
 between two keyframes and scrub between the two keyframes.  The
 division between red and green, the current position between the
 keyframes, is always centered while the camera boxes move.
 
+<div class="node">
 <p><hr>
 Node:<a name="EDITING%20KEYFRAMES">EDITING KEYFRAMES</a>,
-Previous:<a rel=previous accesskey=p href="#COMPOSITOR%20KEYFRAMES">COMPOSITOR KEYFRAMES</a>,
-Up:<a rel=up accesskey=u href="#KEYFRAMES">KEYFRAMES</a>
+Previous:<a rel="previous" accesskey="p" href="#COMPOSITOR%20KEYFRAMES">COMPOSITOR KEYFRAMES</a>,
+Up:<a rel="up" accesskey="u" href="#KEYFRAMES">KEYFRAMES</a>
 <br>
+</div>
 
-<h3>EDITING KEYFRAMES</h3>
+<h3 class="section">EDITING KEYFRAMES</h3>
 
-<p>Keyframes can be shifted around and moved between tracks on the
+   <p>Keyframes can be shifted around and moved between tracks on the
 timeline using similar cut and paste operations to editing media.  Only
 the keyframes selected in the <em>view</em> menu are affected by keyframe
 editing operations, however.
 
-<p>The most popular keyframe editing operation is replication of some
+   <p>The most popular keyframe editing operation is replication of some
 curve from one track to the other, to make a stereo pair.  The first
 step is to solo the source track's record <img src="recordpatch_up.png" alt="recordpatch_up.png"> patch
 by <em>shift-clicking</em> on it.  Then either set in/out points or
@@ -3382,10 +3489,10 @@
 record <img src="recordpatch_up.png" alt="recordpatch_up.png"> patch by <em>shift-clicking</em> on it and
 go to <em>keyframes-&gt;paste keyframes</em> to paste the clipboard.
 
-<p>The media editing commands are mapped to the keyframe editing commands
+   <p>The media editing commands are mapped to the keyframe editing commands
 by using the <em>shift</em> key instead of just the keyboard shortcut.
 
-<p>This leads to the most complicated part of keyframe editing, the
+   <p>This leads to the most complicated part of keyframe editing, the
 default keyframe.  Remember that when no keyframes are set at all,
 there is still a default keyframe which stores a global parameter for
 the entire duration.  The default keyframe isn't drawn because it
@@ -3395,108 +3502,112 @@
 default keyframe</em> allow conversion of the default keyframe to a
 non-default keyframe.
 
-<p><em>Keyframes-&gt;copy default keyframe</em> copies the default keyframe to
+   <p><em>Keyframes-&gt;copy default keyframe</em> copies the default keyframe to
 the clipboard, no matter what region of the timeline is selected.  The
 <em>keyframes-&gt;paste keyframes</em> function may then be used to paste
 the clipboard as a non-default keyframe.
 
-<p>If you've copied a non-default keyframe, it can be stored as the
+   <p>If you've copied a non-default keyframe, it can be stored as the
 default keyframe by calling <em>keyframes-&gt;paste default keyframe</em>. 
 After using paste default keyframe to convert a non-default keyframe
 into a default keyframe, you won't see the value of the default
 keyframe reflected until all the non-default keyframes are removed.
 
-<p>Finally, there is a convenient way to delete keyframes besides
+   <p>Finally, there is a convenient way to delete keyframes besides
 selecting a region and calling <em>keyframes-&gt;clear keyframes</em>. 
 Merely click-drag a keyframe before its preceeding keyframe or after
 its following keyframe on the track.
 
+<div class="node">
 <p><hr>
 Node:<a name="CAPTURING%20MEDIA">CAPTURING MEDIA</a>,
-Next:<a rel=next accesskey=n href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>,
-Previous:<a rel=previous accesskey=p href="#KEYFRAMES">KEYFRAMES</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>,
+Previous:<a rel="previous" accesskey="p" href="#KEYFRAMES">KEYFRAMES</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>CAPTURING MEDIA</h2>
+<h2 class="chapter">CAPTURING MEDIA</h2>
 
-<p>Ideally, all media would be stored on hard drives, CD-ROM, flash, or
+   <p>Ideally, all media would be stored on hard drives, CD-ROM, flash, or
 DVD and loading it into Cinelerra would be a matter of loading a file. 
 In reality, very few sources of media can be accessed like a filesystem
 but instead rely on tape transport mechanisms and dumb I/O mechanisms
 to transfer the data to computers.  These media types are imported into
 Cinelerra through the Record dialog.
 
-<p>The first step in recording is to configure the input device.  In
+   <p>The first step in recording is to configure the input device.  In
 <em>Settings-&gt;preferences</em> are a number of recording parameters
 described in configuration See <a href="#RECORDING">RECORDING</a>.  These parameters apply to
 recording no matter what the project settings are, because the
 recording parameters are usually the maximum capability of the
 recording hardware while project settings come and go.
 
-<p>Go to <em>File-&gt;record</em> to record a dumb I/O source.  This prompts
+   <p>Go to <em>File-&gt;record</em> to record a dumb I/O source.  This prompts
 for an output format much like rendering does.  Once that's done, the
 record window and the record monitor pop up.
 
-<p>The record window has discrete sections.  While many parameters change
+   <p>The record window has discrete sections.  While many parameters change
 depending on if the file has audio or video, the discrete sections are
 always the same.
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 The output format area describes the format of the output file and the
 current position within it.
 
-<li>
+     <li>
 The edit batch area lets you change parameters in the current batch.
 
-<li>
+     <li>
 The transport controls start and stop recording different ways.
 
-<li>
+     <li>
 The batch list displays all the defined batches.
 
-<li>
+     <li>
 The confirmation area lets you determine how the output files are
 imported into the timeline and quit.
 
-</ul>
+   </ul>
 
-<img src="recording.png" alt="recording.png">
+   <img src="recording.png" alt="recording.png">
 <br><p>
 <br><p>
-<p><em>Recording window areas</em>
+   <p><em>Recording window areas</em>
 
-<p>Recording in Cinelerra is organized around batches.  A batch
+   <p>Recording in Cinelerra is organized around batches.  A batch
 essentially defines a distinct output file for the recording.  For now
 you can ignore the batch concept entirely and record merely by hitting
 the record button <img src="record.png" alt="record.png">.
 
-<p>The record button opens the current output file if it isn't opened and
+   <p>The record button opens the current output file if it isn't opened and
 writes captured data to it.  Use the stop button to stop the
 recording.  Recording can be resumed with the record button without
 erasing the file at this point.  In the case of a video file, there is
 a single frame record button <img src="singleframe.png" alt="singleframe.png"> which records a single
 frame.
 
-<p>When enough media is recorded, choose an insertion method from the
+   <p>When enough media is recorded, choose an insertion method from the
 <em>Insertion Strategy</em> menu and hit <em>close</em>.
 
-<ul>
-<li><a accesskey=1 href="#BATCHES">BATCHES</a>: 
-<li><a accesskey=2 href="#EDITING%20TUNER%20INFORMATION">EDITING TUNER INFORMATION</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#BATCHES">BATCHES</a>: 
+<li><a accesskey="2" href="#EDITING%20TUNER%20INFORMATION">EDITING TUNER INFORMATION</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="BATCHES">BATCHES</a>,
-Next:<a rel=next accesskey=n href="#EDITING%20TUNER%20INFORMATION">EDITING TUNER INFORMATION</a>,
-Up:<a rel=up accesskey=u href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>
+Next:<a rel="next" accesskey="n" href="#EDITING%20TUNER%20INFORMATION">EDITING TUNER INFORMATION</a>,
+Up:<a rel="up" accesskey="u" href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>
 <br>
+</div>
 
-<h3>BATCHES</h3>
+<h3 class="section">BATCHES</h3>
 
-<p>Now we come to the concept of batches.  Batches try to make the dumb
+   <p>Now we come to the concept of batches.  Batches try to make the dumb
 I/O look more like a filesystem.  Batches are traditionally used to
 divide tape into different programs and save the different programs as
 different files instead of recording straight through an entire tape. 
@@ -3506,33 +3617,33 @@
 shows or time lapse movies as anyone who can't afford proper appliances
 knows.
 
-<p>The record window supports a list of batches and two recording modes:
+   <p>The record window supports a list of batches and two recording modes:
 interactive and batch recording.  Interactive recording happens when
 the record button is pressed.  Interactive recording starts immediately
 and uses the current batch to determine everything except start time. 
 By default, the current batch is configured to behave like tape.
 
-<p>Batch recording happens when the <em>start</em> button is pressed.  In
+   <p>Batch recording happens when the <em>start</em> button is pressed.  In
 batch recording, the <em>start time</em> is the time the batch starts
 recording.
 
-<p>First, you'll want to create some batches.  Each batch has certain
+   <p>First, you'll want to create some batches.  Each batch has certain
 parameters and methods of adjustment.
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 <em>On</em> determines whether the batch is included in batch recording
 operations.  Click the list row under <em>On</em> to enable or disable
 batches.
 
-<li>
+     <li>
 <em>Path</em> is the file the batch is going to be recorded to.  The
 filename specified in the record dialog is the name of the first batch,
 to simplify interactive recording, but the filename may be changed in
 the record window for any batch in the <em>edit batch</em> area.
 
-<li>
+     <li>
 <em>News</em> shows whether the file exists or not.  This is a very
 important attribute since there is no confirmation dialog if the file
 exists.  The first time you hit record, the file is opened.  If the
@@ -3541,128 +3652,134 @@
 in the same batch, the news should say <em>Open</em>, indicating the file
 is already opened and won't be erased in the next record button press.
 
-<p>If you change out of the current batch after recording, the file is
+     <p>If you change out of the current batch after recording, the file is
 closed.  Next time you change into the batch, the file will be erased.
 
-</p><li>
+     </p><li>
 <em>Start time</em> is the 24 hour time of day the batch will start
 recording if in batch mode.  The start time may become a time of tape
 and reel number if deck control is implemented but for now it's a time
 of day.
 
-<li>
+     <li>
 <em>Duration</em> is the length of the batch.  It only has meaning if the
 <em>Mode</em> of the batch is <em>Timed</em>.  Once the recording length
 reaches <em>duration</em> the recording stops, whether in interactive or
 batch mode.
 
-<li>
+     <li>
 <em>Source</em> has meaning only when the capturing hardware has multiple
 sources.  Usually the source is a tuner channel or input.  When the
 current batch finishes and the next batch begins recording, the source
 is changed to what the next batch is set to.  This way multiple TV
 stations can be recorded at different times.
 
-</ul>
+   </ul>
 
-<p>The record window has a notion of the <em>current batch</em>.  The
+   <p>The record window has a notion of the <em>current batch</em>.  The
 current batch is not the same as the batch which is highlighted in the
 batch list.  The current batch text is colored red in the batch list. 
 The highlighted batch is merely displayed in the edit batch section for
 editing.
 
-<p>By coloring the current batch red, any batch can be edited by
+   <p>By coloring the current batch red, any batch can be edited by
 highlighting it, without changing the batch to be recorded.
 
-<p>All recording operations take place in the current batch.   If there
+   <p>All recording operations take place in the current batch.   If there
 are multiple batches, highlight the desired batch and hit
 <em>activate</em> to make it the current batch.  If the <em>start</em>
 button is pressed, the current batch flashes to indicate it's waiting
 for the start time in batch mode.  If the <em>record</em> button is
 pressed, the current batch is recorded immediately in interactive mode.
 
-<p>In batch and interactive recording modes, when the current batch
+   <p>In batch and interactive recording modes, when the current batch
 finishes recording the next batch is activated and performed.  All
 future recording is done in batch mode.  When the first batch finishes,
 the next batch flashes until its start time is reached.
 
-<p>Interrupt either the batch or the interactive operation by hitting the
+   <p>Interrupt either the batch or the interactive operation by hitting the
 stop button.
 
-<p>Finally there is the <img src="rewind.png" alt="rewind.png"> rewind button.  In either
+   <p>Finally there is the <img src="rewind.png" alt="rewind.png"> rewind button.  In either
 interactive or batch recording, the rewind button causes the current
 batch to close its file.  The next recording operation in the current
 batch deletes the file.
 
+<div class="node">
 <p><hr>
 Node:<a name="EDITING%20TUNER%20INFORMATION">EDITING TUNER INFORMATION</a>,
-Previous:<a rel=previous accesskey=p href="#BATCHES">BATCHES</a>,
-Up:<a rel=up accesskey=u href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>
+Previous:<a rel="previous" accesskey="p" href="#BATCHES">BATCHES</a>,
+Up:<a rel="up" accesskey="u" href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>
 <br>
+</div>
 
-<h3>EDITING TUNER INFORMATION</h3>
+<h3 class="section">EDITING TUNER INFORMATION</h3>
 
-<p>Sometimes in the recording process and the configuration process,
+   <p>Sometimes in the recording process and the configuration process,
 you'll need to define and select tuner channels to either record or
 play back to.  In the case of the Video4Linux recording driver, tuner
 channels define the source.  In the case of the Buz playback driver,
 tuner channels define the destination.
 
-<p>Defining tuner channels is accomplished by pushing the <img src="channel.png" alt="channel.png">
+   <p>Defining tuner channels is accomplished by pushing the <img src="channel.png" alt="channel.png">
 channel button.  This brings up the channel editing window.  In this
 window you add, edit, and sort channels.  Also, for certain video
 drivers, you can adjust the picture quality.
 
-<p>The <em>add</em> operation brings up a channel editing box.  The title of
+   <p>The <em>add</em> operation brings up a channel editing box.  The title of
 the channel appears in the channel list.  The source of the channel is
 the entry in the physical tuner's frequency table corresponding to the
 title.
 
-<p>Fine tuning in the channel edit dialog adjusts the physical frequency
+   <p>Fine tuning in the channel edit dialog adjusts the physical frequency
 slightly if the driver supports it.  The norm and frequency table
 together define which frequency table is selected for defining
 sources.  If the device supports multiple inputs, the input menu
 selects these.
 
-<p>To sort channels, highlight the channel in the list and push <em>move
+   <p>To sort channels, highlight the channel in the list and push <em>move
 up</em> or <em>move down</em> to move it.
 
-<p>Once channels are defined, the <em>source</em> item in the record window
+   <p>Once channels are defined, the <em>source</em> item in the record window
 can be used to select channels for recording.  The same channel
 selecting ability also exists in the record monitor window.  Be aware
 channel selections in the record monitor window and the record window
 are stored in the current batch.
 
+<div class="node">
 <p><hr>
 Node:<a name="IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>,
-Next:<a rel=next accesskey=n href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>,
-Previous:<a rel=previous accesskey=p href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
-<br>
-
-<h2>IMPROVING PERFORMANCE</h2>
-
-<ul>
-<li><a accesskey=1 href="#DISABLING%20SWAP%20SPACE">DISABLING SWAP SPACE</a>: 
-<li><a accesskey=2 href="#ENLARGING%20SOUND%20BUFFERS">ENLARGING SOUND BUFFERS</a>: 
-<li><a accesskey=3 href="#MAKING%20XFree86%20FASTER">MAKING XFree86 FASTER</a>: 
-<li><a accesskey=4 href="#FREEING%20MORE%20SHARED%20MEMORY">FREEING MORE SHARED MEMORY</a>: 
-<li><a accesskey=5 href="#SPEEDING%20UP%20THE%20HARD%20DRIVE">SPEEDING UP THE HARD DRIVE</a>: 
-<li><a accesskey=6 href="#DISABLING%20CRON">DISABLING CRON</a>: 
-<li><a accesskey=7 href="#REDUCING%20USB%20MOUSE%20SENSITIVITY">REDUCING USB MOUSE SENSITIVITY</a>: 
-<li><a accesskey=8 href="#ASSORTED%20X%20TWEEKS">ASSORTED X TWEEKS</a>: 
-<li><a accesskey=9 href="#SPEEDING%20UP%20THE%20FILE%20SYSTEM">SPEEDING UP THE FILE SYSTEM</a>: 
+Next:<a rel="next" accesskey="n" href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>,
+Previous:<a rel="previous" accesskey="p" href="#CAPTURING%20MEDIA">CAPTURING MEDIA</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
+<br>
+</div>
+
+<h2 class="chapter">IMPROVING PERFORMANCE</h2>
+
+<ul class="menu">
+<li><a accesskey="1" href="#DISABLING%20SWAP%20SPACE">DISABLING SWAP SPACE</a>: 
+<li><a accesskey="2" href="#ENLARGING%20SOUND%20BUFFERS">ENLARGING SOUND BUFFERS</a>: 
+<li><a accesskey="3" href="#MAKING%20XFree86%20FASTER">MAKING XFree86 FASTER</a>: 
+<li><a accesskey="4" href="#FREEING%20MORE%20SHARED%20MEMORY">FREEING MORE SHARED MEMORY</a>: 
+<li><a accesskey="5" href="#SPEEDING%20UP%20THE%20HARD%20DRIVE">SPEEDING UP THE HARD DRIVE</a>: 
+<li><a accesskey="6" href="#DISABLING%20CRON">DISABLING CRON</a>: 
+<li><a accesskey="7" href="#REDUCING%20USB%20MOUSE%20SENSITIVITY">REDUCING USB MOUSE SENSITIVITY</a>: 
+<li><a accesskey="8" href="#ASSORTED%20X%20TWEEKS">ASSORTED X TWEEKS</a>: 
+<li><a accesskey="9" href="#SPEEDING%20UP%20THE%20FILE%20SYSTEM">SPEEDING UP THE FILE SYSTEM</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="DISABLING%20SWAP%20SPACE">DISABLING SWAP SPACE</a>,
-Next:<a rel=next accesskey=n href="#ENLARGING%20SOUND%20BUFFERS">ENLARGING SOUND BUFFERS</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#ENLARGING%20SOUND%20BUFFERS">ENLARGING SOUND BUFFERS</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>DISABLING SWAP SPACE</h3>
+<h3 class="section">DISABLING SWAP SPACE</h3>
 
-<p>On systems with lots of memory, Cinelerra sometimes runs better without
+   <p>On systems with lots of memory, Cinelerra sometimes runs better without
 a swap space.  If you have 4 GB of RAM, you're probably better off
 without a swap space.  If you have 512MB of RAM, you should keep the
 swap.  If you want to do recording, you should probably disable swap
@@ -3671,353 +3788,375 @@
 free pages to swap, in order to cache more disk access.  In a 4 GB
 system, you start waiting for page swaps after using only 2 GB.
 
-<p>The question then is how to make Linux run without a swap space. 
+   <p>The question then is how to make Linux run without a swap space. 
 Theoretically it should be a matter of running
 
-<br><pre>swapoff -a
-</pre>
+<pre class="example">     swapoff -a
+     </pre>
 
-<p>Unfortunately, without a swap space the <b>kswapd</b> tasklet normally
+   <p>Unfortunately, without a swap space the <b>kswapd</b> tasklet normally
 spins at 100%.  To eliminate this problem, edit <b>linux/mm/vmscan.c</b>. 
 In this file, put a line saying <b>return 0;</b> before it says
 
-<br><pre>	/*
-	 * Kswapd main loop.
-	 */
-</pre>
+<pre class="example">     	/*
+     	 * Kswapd main loop.
+     	 */
+     </pre>
 
-<p>Then recompile the kernel.
+   <p>Then recompile the kernel.
 
+<div class="node">
 <p><hr>
 Node:<a name="ENLARGING%20SOUND%20BUFFERS">ENLARGING SOUND BUFFERS</a>,
-Next:<a rel=next accesskey=n href="#MAKING%20XFree86%20FASTER">MAKING XFree86 FASTER</a>,
-Previous:<a rel=previous accesskey=p href="#DISABLING%20SWAP%20SPACE">DISABLING SWAP SPACE</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#MAKING%20XFree86%20FASTER">MAKING XFree86 FASTER</a>,
+Previous:<a rel="previous" accesskey="p" href="#DISABLING%20SWAP%20SPACE">DISABLING SWAP SPACE</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>ENLARGING SOUND BUFFERS</h3>
+<h3 class="section">ENLARGING SOUND BUFFERS</h3>
 
-<p>In order to improve realtime performance, the audio buffers for all the
+   <p>In order to improve realtime performance, the audio buffers for all the
 Linux sound drivers were limited from 127k to 64k.  For recording audio
 and video simultaneously and for most audio recording this causes
 dropouts.  Application of low latency and preemtible kernel patches
 make it possible to record more audio recordings but it doesn't improve
 recording video with audio.  This is where you need to hack the kernel.
 
-<p>This only applies to the OSS version of the Soundblaster Live driver. 
+   <p>This only applies to the OSS version of the Soundblaster Live driver. 
 Since every sound card and every sound driver derivative has a
 different implementation you'll need to do some searching for other
 sound cards.  Edit <b>linux/drivers/sound/emu10k1/audio.c</b>
 
-<p>Where is says
+   <p>Where is says
 
-<br><pre>if (bufsize &gt;= 0x10000)
-</pre>
+<pre class="example">     if (bufsize &gt;= 0x10000)
+     </pre>
 
-<p>change it to say
+   <p>change it to say
 
-<br><pre>if (bufsize &gt; 0x40000)
-</pre>
+<pre class="example">     if (bufsize &gt; 0x40000)
+     </pre>
 
-<p>In <b>linux/drivers/sound/emu10k1/hwaccess.h</b>
+   <p>In <b>linux/drivers/sound/emu10k1/hwaccess.h</b>
 
-<p>Change
+   <p>Change
 
-<p><b>#define MAXBUFSIZE	65536</b>
+   <p><b>#define MAXBUFSIZE	65536</b>
 
-<p>to
+   <p>to
 
-<p><b>#define MAXBUFSIZE	262144</b>
+   <p><b>#define MAXBUFSIZE	262144</b>
 
-<p>Finally, in <b>linux/drivers/sound/emu10k1/cardwi.h</b>
+   <p>Finally, in <b>linux/drivers/sound/emu10k1/cardwi.h</b>
 
-<p><b>#define WAVEIN_MAXBUFSIZE         65536</b>
+   <p><b>#define WAVEIN_MAXBUFSIZE         65536</b>
 
-<p>to
+   <p>to
 
-<p><b>#define WAVEIN_MAXBUFSIZE         262144</b>
+   <p><b>#define WAVEIN_MAXBUFSIZE         262144</b>
 
-<p>Then recompile the kernel modules.
+   <p>Then recompile the kernel modules.
 
+<div class="node">
 <p><hr>
 Node:<a name="MAKING%20XFree86%20FASTER">MAKING XFree86 FASTER</a>,
-Next:<a rel=next accesskey=n href="#FREEING%20MORE%20SHARED%20MEMORY">FREEING MORE SHARED MEMORY</a>,
-Previous:<a rel=previous accesskey=p href="#ENLARGING%20SOUND%20BUFFERS">ENLARGING SOUND BUFFERS</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#FREEING%20MORE%20SHARED%20MEMORY">FREEING MORE SHARED MEMORY</a>,
+Previous:<a rel="previous" accesskey="p" href="#ENLARGING%20SOUND%20BUFFERS">ENLARGING SOUND BUFFERS</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>MAKING XFree86 FASTER</h3>
+<h3 class="section">MAKING XFree86 FASTER</h3>
 
-<p>XFree86 by default can't display Cinelerra's advanced pixmap rendering
+   <p>XFree86 by default can't display Cinelerra's advanced pixmap rendering
 very fast.  The X server stalls during list box drawing.  Fix this by
 adding a line to your XF86Config* files.
 
-<p>In the <b>Section "Device"</b> area, add a line saying:
+   <p>In the <b>Section "Device"</b> area, add a line saying:
 
-<p><b>Option "XaaNoOffscreenPixmaps"</b>
+   <p><b>Option "XaaNoOffscreenPixmaps"</b>
 
-<p>and restart the X server.
+   <p>and restart the X server.
 
+<div class="node">
 <p><hr>
 Node:<a name="FREEING%20MORE%20SHARED%20MEMORY">FREEING MORE SHARED MEMORY</a>,
-Next:<a rel=next accesskey=n href="#SPEEDING%20UP%20THE%20HARD%20DRIVE">SPEEDING UP THE HARD DRIVE</a>,
-Previous:<a rel=previous accesskey=p href="#MAKING%20XFree86%20FASTER">MAKING XFree86 FASTER</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#SPEEDING%20UP%20THE%20HARD%20DRIVE">SPEEDING UP THE HARD DRIVE</a>,
+Previous:<a rel="previous" accesskey="p" href="#MAKING%20XFree86%20FASTER">MAKING XFree86 FASTER</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>FREEING MORE SHARED MEMORY</h3>
+<h3 class="section">FREEING MORE SHARED MEMORY</h3>
 
-<p>The Linux kernel only allows 32MB of shared memory to be allocated by
+   <p>The Linux kernel only allows 32MB of shared memory to be allocated by
 default.  This needs to be increased to do anything useful.  Run the
 following command:
 
-<p><b>echo "0x7fffffff" &gt; /proc/sys/kernel/shmmax</b>
+   <p><b>echo "0x7fffffff" &gt; /proc/sys/kernel/shmmax</b>
 
+<div class="node">
 <p><hr>
 Node:<a name="SPEEDING%20UP%20THE%20HARD%20DRIVE">SPEEDING UP THE HARD DRIVE</a>,
-Next:<a rel=next accesskey=n href="#DISABLING%20CRON">DISABLING CRON</a>,
-Previous:<a rel=previous accesskey=p href="#FREEING%20MORE%20SHARED%20MEMORY">FREEING MORE SHARED MEMORY</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#DISABLING%20CRON">DISABLING CRON</a>,
+Previous:<a rel="previous" accesskey="p" href="#FREEING%20MORE%20SHARED%20MEMORY">FREEING MORE SHARED MEMORY</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>SPEEDING UP THE HARD DRIVE</h3>
+<h3 class="section">SPEEDING UP THE HARD DRIVE</h3>
 
-<p>This is a very popular command sequence among Linux gurus, which is not
+   <p>This is a very popular command sequence among Linux gurus, which is not
 done by default on Linux distributions.
 
-<p><b>hdparm -c3 -d1 -u1 -k1 /dev/hda</b>
+   <p><b>hdparm -c3 -d1 -u1 -k1 /dev/hda</b>
 
-<p><b>-c3</b> puts the hard drive into 32 bit I/O with sync.  This normally
+   <p><b>-c3</b> puts the hard drive into 32 bit I/O with sync.  This normally
 doesn't work due to inept kernel support for most IDE controllers.  If
 you get lost interrupt or SeekComplete errors, quickly use <b>-c0</b>
 instead of <b>-c3</b> in your command.
 
-<p><b>-d1</b> enables DMA of course.  This frees up the CPU partially during
+   <p><b>-d1</b> enables DMA of course.  This frees up the CPU partially during
 data transfers.
 
-<p><b>-u1</b> allows multiple interrupts to be handled during hard drive
+   <p><b>-u1</b> allows multiple interrupts to be handled during hard drive
 transactions.  This frees up even more CPU time.
 
-<p><b>-k1</b> prevents Linux from resetting your settings in case of a
+   <p><b>-k1</b> prevents Linux from resetting your settings in case of a
 glitch.
 
+<div class="node">
 <p><hr>
 Node:<a name="DISABLING%20CRON">DISABLING CRON</a>,
-Next:<a rel=next accesskey=n href="#REDUCING%20USB%20MOUSE%20SENSITIVITY">REDUCING USB MOUSE SENSITIVITY</a>,
-Previous:<a rel=previous accesskey=p href="#SPEEDING%20UP%20THE%20HARD%20DRIVE">SPEEDING UP THE HARD DRIVE</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#REDUCING%20USB%20MOUSE%20SENSITIVITY">REDUCING USB MOUSE SENSITIVITY</a>,
+Previous:<a rel="previous" accesskey="p" href="#SPEEDING%20UP%20THE%20HARD%20DRIVE">SPEEDING UP THE HARD DRIVE</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>DISABLING CRON</h3>
+<h3 class="section">DISABLING CRON</h3>
 
-<p>Linux runs some daily operations like compressing man pages.  These may
+   <p>Linux runs some daily operations like compressing man pages.  These may
 be acceptable background tasks while compiling or word processing but
 not while playing video.  Disable these operations by editing
 <b>/etc/rc.d/init.d/anacron</b>.
 
-<p>Put <b>exit</b> before the first line not beginning in <b>#</b>.
+   <p>Put <b>exit</b> before the first line not beginning in <b>#</b>.
 
-<p>In <b>/etc/rc.d/init.d/crond</b> put <b>exit</b> before the first line not
+   <p>In <b>/etc/rc.d/init.d/crond</b> put <b>exit</b> before the first line not
 beginning in <b>#</b>.  Then make like Win 2000 and reboot.
 
-<p>You can't use the <b>at</b> command anymore, but who uses that command
+   <p>You can't use the <b>at</b> command anymore, but who uses that command
 anyways?
 
+<div class="node">
 <p><hr>
 Node:<a name="REDUCING%20USB%20MOUSE%20SENSITIVITY">REDUCING USB MOUSE SENSITIVITY</a>,
-Next:<a rel=next accesskey=n href="#ASSORTED%20X%20TWEEKS">ASSORTED X TWEEKS</a>,
-Previous:<a rel=previous accesskey=p href="#DISABLING%20CRON">DISABLING CRON</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#ASSORTED%20X%20TWEEKS">ASSORTED X TWEEKS</a>,
+Previous:<a rel="previous" accesskey="p" href="#DISABLING%20CRON">DISABLING CRON</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>REDUCING USB MOUSE SENSITIVITY</h3>
+<h3 class="section">REDUCING USB MOUSE SENSITIVITY</h3>
 
-<p>Gamers like high resolution mice, but this can be painful for precisely
+   <p>Gamers like high resolution mice, but this can be painful for precisely
 positioning the mouse on a timeline or video screen.  XFree86 once
 allowed you to reduce PS/2 mouse sensitivity using commands like
 <b>xset m 1 1</b> but you're out of luck with USB mice or KVM's.
 
-<p>We have a way to reduce USB mouse sensitivity.  Edit
+   <p>We have a way to reduce USB mouse sensitivity.  Edit
 <b>/usr/src/linux/drivers/input/mousedev.c</b>.
 
-<p>After the line saying
-
-<br><pre>struct mousedev_list {
-</pre>
-
-<p>put
+   <p>After the line saying
 
-<br><pre>#define DOWNSAMPLE 4
-int x_accum, y_accum;
-</pre>
-
-<p>Next, the section which says something like:
-
-<br><pre>case EV_REL:
-	switch (code) {
-		case REL_X:	list-&gt;dx += value; break;
-		case REL_Y:	list-&gt;dy -= value; break;
-		case REL_WHEEL:	if (list-&gt;mode) list-&gt;dz -= value; break;
-	}
-	break;
-</pre>
-
-<p>must be replaced by
-
-<br><pre>
-case EV_REL:
-	switch (code) {
-		case REL_X:
-			list-&gt;x_accum += value;
-			list-&gt;dx += list-&gt;x_accum / DOWNSAMPLE;
-			list-&gt;x_accum %= DOWNSAMPLE;
-			break;
-		case REL_Y:
-			list-&gt;y_accum += value;
-			list-&gt;dy -= list-&gt;y_accum / DOWNSAMPLE;
-			list-&gt;y_accum %= DOWNSAMPLE;
-			break;
-		case REL_WHEEL:	if (list-&gt;mode) list-&gt;dz -= value; break;
-	}
-	break;
+<pre class="example">     struct mousedev_list {
+     </pre>
 
+   <p>put
 
+<pre class="example">     #define DOWNSAMPLE 4
+     int x_accum, y_accum;
+     </pre>
+
+   <p>Next, the section which says something like:
+
+<pre class="example">     case EV_REL:
+     	switch (code) {
+     		case REL_X:	list-&gt;dx += value; break;
+     		case REL_Y:	list-&gt;dy -= value; break;
+     		case REL_WHEEL:	if (list-&gt;mode) list-&gt;dz -= value; break;
+     	}
+     	break;
+     </pre>
+
+   <p>must be replaced by
+
+<pre class="example">     
+     case EV_REL:
+     	switch (code) {
+     		case REL_X:
+     			list-&gt;x_accum += value;
+     			list-&gt;dx += list-&gt;x_accum / DOWNSAMPLE;
+     			list-&gt;x_accum %= DOWNSAMPLE;
+     			break;
+     		case REL_Y:
+     			list-&gt;y_accum += value;
+     			list-&gt;dy -= list-&gt;y_accum / DOWNSAMPLE;
+     			list-&gt;y_accum %= DOWNSAMPLE;
+     			break;
+     		case REL_WHEEL:	if (list-&gt;mode) list-&gt;dz -= value; break;
+     	}
+     	break;
+     
+     
+     
+     </pre>
 
-</pre>
-
-<p>Change the value of <b>DOWNSAMPLE</b> to change the mouse sensitivity.
+   <p>Change the value of <b>DOWNSAMPLE</b> to change the mouse sensitivity.
 
+<div class="node">
 <p><hr>
 Node:<a name="ASSORTED%20X%20TWEEKS">ASSORTED X TWEEKS</a>,
-Next:<a rel=next accesskey=n href="#SPEEDING%20UP%20THE%20FILE%20SYSTEM">SPEEDING UP THE FILE SYSTEM</a>,
-Previous:<a rel=previous accesskey=p href="#REDUCING%20USB%20MOUSE%20SENSITIVITY">REDUCING USB MOUSE SENSITIVITY</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Next:<a rel="next" accesskey="n" href="#SPEEDING%20UP%20THE%20FILE%20SYSTEM">SPEEDING UP THE FILE SYSTEM</a>,
+Previous:<a rel="previous" accesskey="p" href="#REDUCING%20USB%20MOUSE%20SENSITIVITY">REDUCING USB MOUSE SENSITIVITY</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>ASSORTED X TWEEKS</h3>
+<h3 class="section">ASSORTED X TWEEKS</h3>
 
-<p>Screen blanking is really annoying, unless you're fabulously rich and
+   <p>Screen blanking is really annoying, unless you're fabulously rich and
 can afford to leave your monitor on 24 hours a day without power saving
 mode.  In <b>/etc/X11/xinit/xinitrc</b> put
 
-<br><pre>xset s off
-xset s noblank
-</pre>
+<pre class="example">     xset s off
+     xset s noblank
+     </pre>
 
-<p>before the first <b>if</b> statement.
+   <p>before the first <b>if</b> statement.
 
-<p>How about those windows keys which no Linux distribution even thinks to
+   <p>How about those windows keys which no Linux distribution even thinks to
 use.  You can make the window keys provide ALT functionality by editing
 <b>/etc/X11/Xmodmap</b>.  Append the following to it.
 
-<br><pre>keycode 115 = Hyper_L
-keycode 116 = Hyper_R
-add mod4 = Hyper_L
-add mod5 = Hyper_R
-</pre>
+<pre class="example">     keycode 115 = Hyper_L
+     keycode 116 = Hyper_R
+     add mod4 = Hyper_L
+     add mod5 = Hyper_R
+     </pre>
 
-<p>The actual changes to a window manager to make it recognize window keys
+   <p>The actual changes to a window manager to make it recognize window keys
 for ALT are complex.  In <b>FVWM</b> at least, you can edit
 <b>/etc/X11/fvwm/system.fvwm2rc</b> and put
 
-<br><pre>Mouse 0 T A move-and-raise-or-raiselower
-#Mouse 0 W M move
-Mouse 0 W 4 move
-Mouse 0 W 5 move
-Mouse 0 F A resize-or-raiselower
-Mouse 0 S A resize-or-raiselower
-</pre>
+<pre class="example">     Mouse 0 T A move-and-raise-or-raiselower
+     #Mouse 0 W M move
+     Mouse 0 W 4 move
+     Mouse 0 W 5 move
+     Mouse 0 F A resize-or-raiselower
+     Mouse 0 S A resize-or-raiselower
+     </pre>
 
-<p>in place of the default section for moving and resizing.  Your best
+   <p>in place of the default section for moving and resizing.  Your best
 performance is going to be on FVWM.  Other window managers seem to slow
 down video with extra event trapping and aren't as efficient in layout.
 
+<div class="node">
 <p><hr>
 Node:<a name="SPEEDING%20UP%20THE%20FILE%20SYSTEM">SPEEDING UP THE FILE SYSTEM</a>,
-Previous:<a rel=previous accesskey=p href="#ASSORTED%20X%20TWEEKS">ASSORTED X TWEEKS</a>,
-Up:<a rel=up accesskey=u href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
+Previous:<a rel="previous" accesskey="p" href="#ASSORTED%20X%20TWEEKS">ASSORTED X TWEEKS</a>,
+Up:<a rel="up" accesskey="u" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>
 <br>
+</div>
 
-<h3>SPEEDING UP THE FILE SYSTEM</h3>
+<h3 class="section">SPEEDING UP THE FILE SYSTEM</h3>
 
-<p>You'll often store video on an expensive, gigantic disk array separate
+   <p>You'll often store video on an expensive, gigantic disk array separate
 from your boot disk.  You'll thus have to manually install an EXT
 filesystem on this disk array, using the <b>mke2fs</b> command.  By far
 the fastest file system is
 
-<br><pre>
-mke2fs -i 65536 -b 4096 my_device
-tune2fs -r0 -c10000 my_device
-
-</pre>
+<pre class="example">     
+     mke2fs -i 65536 -b 4096 my_device
+     tune2fs -r0 -c10000 my_device
+     
+     </pre>
 
-<p>This has no journaling, reserves as few blocks as possible for
+   <p>This has no journaling, reserves as few blocks as possible for
 filenames, and accesses the largest amount of data per block possible. 
 A slightly slower file system, which is easier to recover after power
 failures is
 
-<br><pre>
-mke2fs -j -i 65536 -b 4096 my_device
-tune2fs -r0 -c10000 my_device
-
-</pre>
+<pre class="example">     
+     mke2fs -j -i 65536 -b 4096 my_device
+     tune2fs -r0 -c10000 my_device
+     
+     </pre>
 
-<p>This adds a journal which slows down the writes but makes us immune to
+   <p>This adds a journal which slows down the writes but makes us immune to
 power failures.
 
+<div class="node">
 <p><hr>
 Node:<a name="EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>,
-Next:<a rel=next accesskey=n href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>,
-Previous:<a rel=previous accesskey=p href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>,
+Previous:<a rel="previous" accesskey="p" href="#IMPROVING%20PERFORMANCE">IMPROVING PERFORMANCE</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>EFFECT DESCRIPTIONS</h2>
+<h2 class="chapter">EFFECT DESCRIPTIONS</h2>
 
-<p>Most effects in Cinelerra can be figured out just by using them and
+   <p>Most effects in Cinelerra can be figured out just by using them and
 tweeking.  Here are brief descriptions of effects which you might not
 utilize fully by mere experimentation.
 
-<ul>
-<li><a accesskey=1 href="#CHROMA%20KEY">CHROMA KEY</a>: 
-<li><a accesskey=2 href="#HISTOGRAM">HISTOGRAM</a>: 
-<li><a accesskey=3 href="#TIME%20AVERAGE">TIME AVERAGE</a>: 
-<li><a accesskey=4 href="#VIDEO%20SCOPE">VIDEO SCOPE</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#CHROMA%20KEY">CHROMA KEY</a>: 
+<li><a accesskey="2" href="#HISTOGRAM">HISTOGRAM</a>: 
+<li><a accesskey="3" href="#TIME%20AVERAGE">TIME AVERAGE</a>: 
+<li><a accesskey="4" href="#VIDEO%20SCOPE">VIDEO SCOPE</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="CHROMA%20KEY">CHROMA KEY</a>,
-Next:<a rel=next accesskey=n href="#HISTOGRAM">HISTOGRAM</a>,
-Up:<a rel=up accesskey=u href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
+Next:<a rel="next" accesskey="n" href="#HISTOGRAM">HISTOGRAM</a>,
+Up:<a rel="up" accesskey="u" href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
 <br>
+</div>
 
-<h3>CHROMA KEY</h3>
+<h3 class="section">CHROMA KEY</h3>
 
-<p>This effect replaces the selected color or intensity with black if
+   <p>This effect replaces the selected color or intensity with black if
 there is no alpha channel and replaces it with transparency if there is
 an alpha channel.  The selection of color model is important.
 
-<p>Chroma key uses either the value or the hue to determine what is
+   <p>Chroma key uses either the value or the hue to determine what is
 erased.  If this parameter is within a certain threshold it's erased. 
 It's not a simple on/off switch, however.  As the selected parameter
 approaches the edge of the threshold, it gradually gets erased if the
 slope is low or is completely erased if the slope is high.
 
-<p>The slope tries to soften the edges of the chroma key but it doesn't
+   <p>The slope tries to soften the edges of the chroma key but it doesn't
 work well for compressed sources.  A popular softening technique is to
 use a maximum slope and chain a blur effect below the chroma key effect
 to blur just the alpha.
 
+<div class="node">
 <p><hr>
 Node:<a name="HISTOGRAM">HISTOGRAM</a>,
-Next:<a rel=next accesskey=n href="#TIME%20AVERAGE">TIME AVERAGE</a>,
-Previous:<a rel=previous accesskey=p href="#CHROMA%20KEY">CHROMA KEY</a>,
-Up:<a rel=up accesskey=u href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
+Next:<a rel="next" accesskey="n" href="#TIME%20AVERAGE">TIME AVERAGE</a>,
+Previous:<a rel="previous" accesskey="p" href="#CHROMA%20KEY">CHROMA KEY</a>,
+Up:<a rel="up" accesskey="u" href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
 <br>
+</div>
 
-<h3>HISTOGRAM</h3>
+<h3 class="section">HISTOGRAM</h3>
 
-<p>This shows the number of occurances of each value of a certain color
+   <p>This shows the number of occurances of each value of a certain color
 channel.  It is always performed in 16 bit RGB regardless of the
 project colorspace.  Use the upper gradient to determine the range of
 input intensities to be expanded to the output.  Use the lower gradient
@@ -4027,321 +4166,333 @@
 automatic mode and determines how sensitive to the upper and lower
 boundaries of the histogram the automatic gain should be.
 
+<div class="node">
 <p><hr>
 Node:<a name="TIME%20AVERAGE">TIME AVERAGE</a>,
-Next:<a rel=next accesskey=n href="#VIDEO%20SCOPE">VIDEO SCOPE</a>,
-Previous:<a rel=previous accesskey=p href="#HISTOGRAM">HISTOGRAM</a>,
-Up:<a rel=up accesskey=u href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
+Next:<a rel="next" accesskey="n" href="#VIDEO%20SCOPE">VIDEO SCOPE</a>,
+Previous:<a rel="previous" accesskey="p" href="#HISTOGRAM">HISTOGRAM</a>,
+Up:<a rel="up" accesskey="u" href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
 <br>
+</div>
 
-<h3>TIME AVERAGE</h3>
+<h3 class="section">TIME AVERAGE</h3>
 
-<p>Time average is one effect which has many uses besides creating nifty
+   <p>Time average is one effect which has many uses besides creating nifty
 trail patterns of moving objects.  It's main use is reducing noise in
 still images.  Merely point a video camera at a stationary subject for
 30 frames, capture the frames, and average them using TIME AVERAGE and
 you'll have a super high quality print.  In 16 bit colormodels, time
 average can increase the dynamic range of lousy cameras.
 
+<div class="node">
 <p><hr>
 Node:<a name="VIDEO%20SCOPE">VIDEO SCOPE</a>,
-Previous:<a rel=previous accesskey=p href="#TIME%20AVERAGE">TIME AVERAGE</a>,
-Up:<a rel=up accesskey=u href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
+Previous:<a rel="previous" accesskey="p" href="#TIME%20AVERAGE">TIME AVERAGE</a>,
+Up:<a rel="up" accesskey="u" href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>
 <br>
+</div>
 
-<h3>VIDEO SCOPE</h3>
+<h3 class="section">VIDEO SCOPE</h3>
 
-<p>The video scope plots two views of the image.  One view plots the
+   <p>The video scope plots two views of the image.  One view plots the
 intensity of each pixel against horizontal position.  They call this
 the WAVEFORM.  Another view translates hue to angle and saturation to
 radius for each pixel.  They call this the VECTORSCOPE.
 
-<p>The vectorscope is actually very useful for determining if an image is
+   <p>The vectorscope is actually very useful for determining if an image is
 saturated.  When adjusting saturation, it's important to watch the
 vectorscope to make sure pixels don't extend past the 100 radius.
 
-<p>The waveform allows you to make sure image data extends from complete
+   <p>The waveform allows you to make sure image data extends from complete
 black to complete white while adjusting the brightness/contrast.
 
+<div class="node">
 <p><hr>
 Node:<a name="PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>,
-Next:<a rel=next accesskey=n href="#RELEASE%20NOTES">RELEASE NOTES</a>,
-Previous:<a rel=previous accesskey=p href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Next:<a rel="next" accesskey="n" href="#RELEASE%20NOTES">RELEASE NOTES</a>,
+Previous:<a rel="previous" accesskey="p" href="#EFFECT%20DESCRIPTIONS">EFFECT DESCRIPTIONS</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>PLUGIN AUTHORING</h2>
+<h2 class="chapter">PLUGIN AUTHORING</h2>
 
-<p>The plugin API in Cinelerra dates back to 1997, before the LADSPA and
+   <p>The plugin API in Cinelerra dates back to 1997, before the LADSPA and
 before VST became popular.  It's fundamentally the same as it was in
 1997, with minor modifications to handle keyframes and GUI feedback. 
 Unfortunately, the GUI is not abstracted from the programmer.  This
 allows the programmer to use whatever toolkit they want and allows more
 flexibility in appearance but it costs more.
 
-<p>There are several types of plugins, each with a common procedure
+   <p>There are several types of plugins, each with a common procedure
 of implementation and specific changes for that particular type.  The
 easiest way to implement a plugin is to take the simplest out of the
 group and rename the symbols.
 
-<ul>
-<li><a accesskey=1 href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>: 
-<li><a accesskey=2 href="#REALTIME%20PLUGINS">REALTIME PLUGINS</a>: 
-<li><a accesskey=3 href="#NONREALTIME%20PLUGINS">NONREALTIME PLUGINS</a>: 
-<li><a accesskey=4 href="#AUDIO%20PLUGINS">AUDIO PLUGINS</a>: 
-<li><a accesskey=5 href="#VIDEO%20PLUGINS">VIDEO PLUGINS</a>: 
-<li><a accesskey=6 href="#TRANSITION%20PLUGINS">TRANSITION PLUGINS</a>: 
-<li><a accesskey=7 href="#PLUGIN%20GUI'S%20WHICH%20UPDATE%20DURING%20PLAYBACK">PLUGIN GUI'S WHICH UPDATE DURING PLAYBACK</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>: 
+<li><a accesskey="2" href="#REALTIME%20PLUGINS">REALTIME PLUGINS</a>: 
+<li><a accesskey="3" href="#NONREALTIME%20PLUGINS">NONREALTIME PLUGINS</a>: 
+<li><a accesskey="4" href="#AUDIO%20PLUGINS">AUDIO PLUGINS</a>: 
+<li><a accesskey="5" href="#VIDEO%20PLUGINS">VIDEO PLUGINS</a>: 
+<li><a accesskey="6" href="#TRANSITION%20PLUGINS">TRANSITION PLUGINS</a>: 
+<li><a accesskey="7" href="#PLUGIN%20GUI'S%20WHICH%20UPDATE%20DURING%20PLAYBACK">PLUGIN GUI'S WHICH UPDATE DURING PLAYBACK</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="COMMON%20PROCEDURES">COMMON PROCEDURES</a>,
-Next:<a rel=next accesskey=n href="#REALTIME%20PLUGINS">REALTIME PLUGINS</a>,
-Up:<a rel=up accesskey=u href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
+Next:<a rel="next" accesskey="n" href="#REALTIME%20PLUGINS">REALTIME PLUGINS</a>,
+Up:<a rel="up" accesskey="u" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
 <br>
+</div>
 
-<h3>COMMON PROCEDURES</h3>
+<h3 class="section">COMMON PROCEDURES</h3>
 
-<p>All plugins inherit from a derivative of PluginClient.  This derivative
+   <p>All plugins inherit from a derivative of PluginClient.  This derivative
 implements most of the required methods in PluginClient, but users must
 still define methods for PluginClient.  The most commonly used methods
 are already implemented in macros.
 
-<p>The files they include depend on the plugin type.  Audio plugins
+   <p>The files they include depend on the plugin type.  Audio plugins
 include <b>pluginaclient.h</b> and video plugins include
 <b>pluginvclient.h</b>.  They inherit <b>PluginAClient</b> and
 <b>PluginVClient</b> respectively.
 
-<p>Another thing all plugins do is define at least three objects:
+   <p>Another thing all plugins do is define at least three objects:
 
-<ul>
+     <ul>
 
-<li>
+     <li>
 Processing object - Contains pointers to all the other objects and
 performs the signal processing.  This object contains a number of
 queries to identify itself and is the object you register to register
 the plugin.
 
-<li>
+     <li>
 User interface object - This is defined according to the programmer's
 discretion.  It can either use Cinelerra's toolkit or another toolkit. 
 It shows data on the screen and collects parameters from the user.
 
-<p>Using Cinelerra's toolkit, the only user interface object a developer
+     <p>Using Cinelerra's toolkit, the only user interface object a developer
 needs to worry about is the Window.  The window has pointers to a
 number of widgets, a few initialization methods, and a back pointer to
 the plugin's processing object.  The documentation refers to usage of
 Cinelerra's toolkit.
 
-<p>Depending on the user interface toolkit, a user interface thread may be
+     <p>Depending on the user interface toolkit, a user interface thread may be
 created to run the user interface asynchronous of everything else. 
 Synchronizing the user interface to changes in keyframes is the most
 complicated aspect of the plugin, so the user interface thread and
 object are heavily supported by macros if you use Cinelerra's toolkit.
 
-</p><li>
+     </p><li>
 Configuration object - This stores the user parameters and always needs
 interpolation, copying, and comparison functions.  The plugin client
 automatically calls configuration methods to interpolate keyframes.
 
-</ul>
+   </ul>
 
-<ul>
-<li><a accesskey=1 href="#THE%20PROCESSING%20OBJECT">THE PROCESSING OBJECT</a>: 
-<li><a accesskey=2 href="#THE%20CONFIGURATION%20OBJECT">THE CONFIGURATION OBJECT</a>: 
-<li><a accesskey=3 href="#THE%20USER%20INTERFACE%20OBJECT">THE USER INTERFACE OBJECT</a>: 
+<ul class="menu">
+<li><a accesskey="1" href="#THE%20PROCESSING%20OBJECT">THE PROCESSING OBJECT</a>: 
+<li><a accesskey="2" href="#THE%20CONFIGURATION%20OBJECT">THE CONFIGURATION OBJECT</a>: 
+<li><a accesskey="3" href="#THE%20USER%20INTERFACE%20OBJECT">THE USER INTERFACE OBJECT</a>: 
 </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="THE%20PROCESSING%20OBJECT">THE PROCESSING OBJECT</a>,
-Next:<a rel=next accesskey=n href="#THE%20CONFIGURATION%20OBJECT">THE CONFIGURATION OBJECT</a>,
-Up:<a rel=up accesskey=u href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>
+Next:<a rel="next" accesskey="n" href="#THE%20CONFIGURATION%20OBJECT">THE CONFIGURATION OBJECT</a>,
+Up:<a rel="up" accesskey="u" href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>
 <br>
+</div>
 
-<h4>THE PROCESSING OBJECT</h4>
+<h4 class="subsection">THE PROCESSING OBJECT</h4>
 
-<p>The processing object should inherit from the intended PluginClient
+   <p>The processing object should inherit from the intended PluginClient
 derivative.  Its constructor should take a PluginServer argument.
 
-<br><pre>MyPlugin(PluginServer *server);
-</pre>
+<pre class="example">     MyPlugin(PluginServer *server);
+     </pre>
 
-<p>In the implementation, the plugin must contain a registration line with
+   <p>In the implementation, the plugin must contain a registration line with
 the name of the processing object like
 
-<br><pre>REGISTER_PLUGIN(MyPlugin)
-</pre>
+<pre class="example">     REGISTER_PLUGIN(MyPlugin)
+     </pre>
 
-<p>The constructor should contain
+   <p>The constructor should contain
 
-<br><pre>PLUGIN_CONSTRUCTOR_MACRO
-</pre>
+<pre class="example">     PLUGIN_CONSTRUCTOR_MACRO
+     </pre>
 
-<p>to initialize the most common variables.
+   <p>to initialize the most common variables.
 
-<p>The processing object should have a destructor containing
+   <p>The processing object should have a destructor containing
 
-<br><pre>PLUGIN_DESTRUCTOR_MACRO
-</pre>
+<pre class="example">     PLUGIN_DESTRUCTOR_MACRO
+     </pre>
 
-<p>to delete the most common variables.
+   <p>to delete the most common variables.
 
-<p>Another function which is useful but not mandatory is
+   <p>Another function which is useful but not mandatory is
 
-<br><pre>int is_multichannel();
-</pre>
+<pre class="example">     int is_multichannel();
+     </pre>
 
-<p>It should return 1 if one instance of the plugin handles multiple
+   <p>It should return 1 if one instance of the plugin handles multiple
 channels simultaneously or 0 if one instance of the plugin only handles
 one channel.  The default is 0 if it is omitted.  Multichannel plugins
 should refer to the value of <b>PluginClient::total_in_buffers</b> to
 determine the number of channels.
 
-<p>To simplify the implementation of realtime plugins, a macro for
+   <p>To simplify the implementation of realtime plugins, a macro for
 commonly used members should be put in the class header, taking the
 configuration object and user interface thread object as arguments. 
 This is only useful for realtime plugins.  Fortunately, nonrealtime
 plugins are simpler.
 
-<br><pre>PLUGIN_CLASS_MEMBERS(config_name, thread_name)
-</pre>
+<pre class="example">     PLUGIN_CLASS_MEMBERS(config_name, thread_name)
+     </pre>
 
-<p>Many other members may be defined in the processing object, depending
+   <p>Many other members may be defined in the processing object, depending
 on the plugin type.  The commonly used members in PLUGIN_CLASS_MEMBERS
 are described below.  Not all these members are used in nonrealtime
 plugins.
 
-<ul>
+     <ul>
 
-<li>int load_configuration();
+     <li>int load_configuration();
 
-<p>Loads the configuration based on surrounding keyframes and current
+     <p>Loads the configuration based on surrounding keyframes and current
 position.  The class definition should contain
 
-<br><pre>LOAD_CONFIGURATION_MACRO(plugin_class, config_class)
-</pre>
+     <pre class="example">          LOAD_CONFIGURATION_MACRO(plugin_class, config_class)
+          </pre>
 
-<p>to implement load_configuration.  This stores whatever the current
+     <p>to implement load_configuration.  This stores whatever the current
 configuration is inside the plugin's configuration object.  The
 plugin's configuration object is always called <b>config</b> when using
 PLUGIN_CLASS_MEMBERS.
 
-</p><li>VFrame* new_picon();
+     </p><li>VFrame* new_picon();
 
-<p>Creates a picon for display in the resource window.  Use
+     <p>Creates a picon for display in the resource window.  Use
 
-<br><pre>#include "picon_png.h"
-NEW_PICON_MACRO(plugin_class)
-</pre>
+     <pre class="example">          #include "picon_png.h"
+          NEW_PICON_MACRO(plugin_class)
+          </pre>
 
-<p>to implement new_picon.  In addition, the user should create a
+     <p>to implement new_picon.  In addition, the user should create a
 <em>picon_png.h</em> header file from a PNG image using <em>pngtoh</em>. 
 <em>pngtoh</em> is in <em>guicast</em> and compiled using a sequence like
 
-<br><pre>gcc -o pngtoh pngtoh.c
-</pre>
+     <pre class="example">          gcc -o pngtoh pngtoh.c
+          </pre>
 
-<p>The source PNG image should be called picon.png and can be any format
+     <p>The source PNG image should be called picon.png and can be any format
 supported by PNG.
 
-</p><li>char* plugin_title();
+     </p><li>char* plugin_title();
 
-<p>Returns a text string identifying the plugin in the resource window. 
+     <p>Returns a text string identifying the plugin in the resource window. 
 The string has to be unique.
 
-</p><li>void update_gui();
+     </p><li>void update_gui();
 
-<p>Should first load the configuration and then redraw the GUI with the
+     <p>Should first load the configuration and then redraw the GUI with the
 new parameters.  All the plugins using GuiCast have a format like
 
-<br><pre>void MyPlugin::update_gui()
-{
-	if(thread)
-	{
-		load_configuration();
-		thread-&gt;window-&gt;lock_window();
-// update widgets here
-		thread-&gt;window-&gt;unlock_window();
-	}
-}
-</pre>
+     <pre class="example">          void MyPlugin::update_gui()
+          {
+          	if(thread)
+          	{
+          		load_configuration();
+          		thread-&gt;window-&gt;lock_window();
+          // update widgets here
+          		thread-&gt;window-&gt;unlock_window();
+          	}
+          }
+          </pre>
 
-<p>to handle concurrency and conditions of no GUI.
+     <p>to handle concurrency and conditions of no GUI.
 
-</p><li>int show_gui();
+     </p><li>int show_gui();
 
-<p>Instantiate the GUI and switch the plugin to GUI mode.  This is implemented with
+     <p>Instantiate the GUI and switch the plugin to GUI mode.  This is implemented with
 
-<br><pre>SHOW_GUI_MACRO(plugin_class, thread_class)
-</pre>
+     <pre class="example">          SHOW_GUI_MACRO(plugin_class, thread_class)
+          </pre>
 
-</p><li>int set_string();
+     </p><li>int set_string();
 
-<p>Changes the title of the GUI window to a certain string.  This is implemented with
+     <p>Changes the title of the GUI window to a certain string.  This is implemented with
 
-<br><pre>SET_STRING_MACRO(plugin_class)
-</pre>
+     <pre class="example">          SET_STRING_MACRO(plugin_class)
+          </pre>
 
-</p><li>void raise_window();
+     </p><li>void raise_window();
 
-<p>Raises the GUI window to the top of the stack.  This is implemented with
+     <p>Raises the GUI window to the top of the stack.  This is implemented with
 
-<br><pre>RAISE_WINDOW_MACRO(plugin_class)
-</pre>
+     <pre class="example">          RAISE_WINDOW_MACRO(plugin_class)
+          </pre>
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="THE%20CONFIGURATION%20OBJECT">THE CONFIGURATION OBJECT</a>,
-Next:<a rel=next accesskey=n href="#THE%20USER%20INTERFACE%20OBJECT">THE USER INTERFACE OBJECT</a>,
-Previous:<a rel=previous accesskey=p href="#THE%20PROCESSING%20OBJECT">THE PROCESSING OBJECT</a>,
-Up:<a rel=up accesskey=u href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>
+Next:<a rel="next" accesskey="n" href="#THE%20USER%20INTERFACE%20OBJECT">THE USER INTERFACE OBJECT</a>,
+Previous:<a rel="previous" accesskey="p" href="#THE%20PROCESSING%20OBJECT">THE PROCESSING OBJECT</a>,
+Up:<a rel="up" accesskey="u" href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>
 <br>
+</div>
 
-<h4>THE CONFIGURATION OBJECT</h4>
+<h4 class="subsection">THE CONFIGURATION OBJECT</h4>
 
-<p>The configuration object is critical for GUI updates, signal
+   <p>The configuration object is critical for GUI updates, signal
 processing, and default settings in realtime plugins.  Be aware it is
 not used in nonrealtime plugins.  The configuration object inherits
 from nothing and has no dependancies.  It's merely a class containing
 three functions and variables specific to the plugin's parameters.
 
-<p>Usually the configuration object starts with the name of the plugin
+   <p>Usually the configuration object starts with the name of the plugin
 followed by Config.
 
-<br><pre>class MyPluginConfig
-{
-public:
-	MyPluginConfig();
-</pre>
+<pre class="example">     class MyPluginConfig
+     {
+     public:
+     	MyPluginConfig();
+     </pre>
 
-<p>Following the name of the configuration class, we put the three
+   <p>Following the name of the configuration class, we put the three
 required functions and the configuration variables.
 
-<br><pre>	int equivalent(MyPluginConfig &amp;that);
-	void copy_from(MyPluginConfig &amp;that);
-	void interpolate(MyPluginConfig &amp;prev,
-		MyPluginConfig &amp;next,
-		long prev_position,
-		long next_position,
-		long current_position);
-
-
-
-	float parameter1;
-	float parameter2;
-	int parameter3;
-};
+<pre class="example">     	int equivalent(MyPluginConfig &amp;that);
+     	void copy_from(MyPluginConfig &amp;that);
+     	void interpolate(MyPluginConfig &amp;prev,
+     		MyPluginConfig &amp;next,
+     		long prev_position,
+     		long next_position,
+     		long current_position);
+     
+     
+     
+     	float parameter1;
+     	float parameter2;
+     	int parameter3;
+     };
+     
+     </pre>
 
-</pre>
-
-<p>Now you must define the three functions.  <b>Equivalent</b> is called by
+   <p>Now you must define the three functions.  <b>Equivalent</b> is called by
 LOAD_CONFIGURATION_MACRO to get the return value.  That is all it's
 used for and if you don't care about load_configuration's return value,
 you can leave this function empty.  It normally returns 1 if the
 argument's variables have the same values as the local variables.
 
-<p>Then there's <b>copy_from</b> which transfers the configuration values
+   <p>Then there's <b>copy_from</b> which transfers the configuration values
 from the argument to the local variables.  This is once again used in
 LOAD_CONFIGURATION_MACRO to store configurations in temporaries.  Once
 LOAD_CONFIGURATION_MACRO has replicated the configuration, it loads a
@@ -4349,34 +4500,34 @@
 get the current configuration.  The interpolation function performs the
 interpolation and stores the result in the local variables.
 
-<p>Normally the interpolate function calculates a previous and next
+   <p>Normally the interpolate function calculates a previous and next
 fraction, using the arguments.
 
-<br><pre>void MyPluginConfig::interpolate(MyPluginConfig &amp;prev,
-		MyPluginConfig &amp;next,
-		long prev_position,
-		long next_position,
-		long current_position)
-{
-	double next_scale = (double)(current_position - prev_position) / (next_position - prev_position);
-	double prev_scale = (double)(next_position - current_position) / (next_position - prev_position);
-</pre>
+<pre class="example">     void MyPluginConfig::interpolate(MyPluginConfig &amp;prev,
+     		MyPluginConfig &amp;next,
+     		long prev_position,
+     		long next_position,
+     		long current_position)
+     {
+     	double next_scale = (double)(current_position - prev_position) / (next_position - prev_position);
+     	double prev_scale = (double)(next_position - current_position) / (next_position - prev_position);
+     </pre>
 
-<p>Then the scales are applied to the previous and next configuration
+   <p>Then the scales are applied to the previous and next configuration
 object to yield the current values.
 
-<br><pre>
-	this-&gt;parameter1 = (float)(prev.parameter1 * prev_scale + next.parameter1 * next_scale);
-	this-&gt;parameter2 = (float)(prev.parameter2 * prev_scale + next.parameter2 * next_scale);
-	this-&gt;parameter3 = (int)(prev.parameter3 * prev_scale + next.parameter3 * next_scale);
-}
-
-</pre>
+<pre class="example">     
+     	this-&gt;parameter1 = (float)(prev.parameter1 * prev_scale + next.parameter1 * next_scale);
+     	this-&gt;parameter2 = (float)(prev.parameter2 * prev_scale + next.parameter2 * next_scale);
+     	this-&gt;parameter3 = (int)(prev.parameter3 * prev_scale + next.parameter3 * next_scale);
+     }
+     
+     </pre>
 
-<p>Alternatively you can copy the values from the previous configuration
+   <p>Alternatively you can copy the values from the previous configuration
 argument for no interpolation.
 
-<p>This usage is the same in audio and video plugins.  In video playback,
+   <p>This usage is the same in audio and video plugins.  In video playback,
 the interpolation function is called for every frame, yielding smooth
 interpolation.  In audio playback, the interpolation function is called
 only once for every console fragment and once every time the insertion
@@ -4384,7 +4535,7 @@
 regions on the timeline but it may not be accurate enough for really
 smooth rendering of the effect.
 
-<p>For really smooth rendering of audio, you can still use
+   <p>For really smooth rendering of audio, you can still use
 load_configuration when updating the GUI.  For process_realtime;
 however, ignore load_configuration and write your own interpolation
 routine which loads all the keyframes in a console fragment and
@@ -4392,67 +4543,69 @@
 debug, yielding improvement which may not be audible.  Then of course,
 every century has its set of wierdos.
 
-<p>An easier way to get smoother interpolation is to reduce the console
+   <p>An easier way to get smoother interpolation is to reduce the console
 fragment to 1 sample.  This would have to be rendered and played back
 in a separate program of course.  The Linux sound driver can't play
 fragments of 1 sample.
 
+<div class="node">
 <p><hr>
 Node:<a name="THE%20USER%20INTERFACE%20OBJECT">THE USER INTERFACE OBJECT</a>,
-Previous:<a rel=previous accesskey=p href="#THE%20CONFIGURATION%20OBJECT">THE CONFIGURATION OBJECT</a>,
-Up:<a rel=up accesskey=u href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>
+Previous:<a rel="previous" accesskey="p" href="#THE%20CONFIGURATION%20OBJECT">THE CONFIGURATION OBJECT</a>,
+Up:<a rel="up" accesskey="u" href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>
 <br>
+</div>
 
-<h4>THE USER INTERFACE OBJECT</h4>
+<h4 class="subsection">THE USER INTERFACE OBJECT</h4>
 
-<p>The user interface object at the very least consists of a pointer to a
+   <p>The user interface object at the very least consists of a pointer to a
 window and pointers to a set of widgets.  Using Cinelerra's toolkit, it
 consists of a <b>BCWindow</b> derivative and a <b>Thread</b> derivative.  The
 Thread derivative is declared in the plugin header using
 
-<br><pre>PLUGIN_THREAD_HEADER(plugin_class, thread_class, window_class)
-</pre>
+<pre class="example">     PLUGIN_THREAD_HEADER(plugin_class, thread_class, window_class)
+     </pre>
 
-<p>Then it is defined using
+   <p>Then it is defined using
 
-<br><pre>PLUGIN_THREAD_OBJECT(plugin_class, thread_class, window_class)
-</pre>
+<pre class="example">     PLUGIN_THREAD_OBJECT(plugin_class, thread_class, window_class)
+     </pre>
 
-<p>This in combination with the SHOW_GUI macro does all the work in
+   <p>This in combination with the SHOW_GUI macro does all the work in
 instantiating the Window class.  This is used in realtime plugins but
 not in nonrealtime plugins.  Nonrealtime plugins create and destroy
 their GUI in <b>get_parameters</b> and there's no thread.
 
-<p>Now the window class must be declared in the plugin header.  It's
+   <p>Now the window class must be declared in the plugin header.  It's
 easiest to implement the window by copying an existing plugin and
 renaming the symbols.  The following is an outline of what happens. 
 The plugin header must declare the window's constructor using the
 appropriate arguments.
 
-<br><pre>
-#include "guicast.h"
-
-class MyPluginWindow : public BC_Window
-{
-public:
-	MyPluginWindow(MyPluginMain *plugin, int x, int y);
-
-</pre>
-
-<p>This becomes a window on the screen, positioned at x and y.
+<pre class="example">     
+     #include "guicast.h"
+     
+     class MyPluginWindow : public BC_Window
+     {
+     public:
+     	MyPluginWindow(MyPluginMain *plugin, int x, int y);
+     
+     </pre>
+
+   <p>This becomes a window on the screen, positioned at x and y.
+
+   <p>It needs two methods
+
+<pre class="example">     	int create_objects();
+     	int close_event();
+     </pre>
 
-<p>It needs two methods
+   <p>and a back pointer to the plugin
 
-<br><pre>	int create_objects();
-	int close_event();
-</pre>
+<pre class="example">     	MyPlugin *plugin;
+     </pre>
 
-<p>and a back pointer to the plugin
-
-<br><pre>	MyPlugin *plugin;
-</pre>
-
-<p>The constructor's definition should contain extents and flags causing
+   <p>The constructor's definition should contain extents and flags causing
 the window to be hidden when first created.  The create_objects member
 puts widgets in the window according to GuiCast's syntax.  A pointer to
 each widget which is to be synchronized to a keyframe is stored in the
@@ -4461,353 +4614,365 @@
 a GuiCast widget and they override functions in GuiCast to handle
 events.  Finally create_objects calls
 
-<br><pre>	show_window();
-	flush();
-</pre>
+<pre class="example">     	show_window();
+     	flush();
+     </pre>
 
-<p>to make the window appear all at once.
+   <p>to make the window appear all at once.
 
-<p>The close_event member should be implemented using
+   <p>The close_event member should be implemented using
 
-<br><pre>WINDOW_CLOSE_EVENT(window_class)
-</pre>
+<pre class="example">     WINDOW_CLOSE_EVENT(window_class)
+     </pre>
 
-<p>Every widget in the GUI needs to detect when its value changes.  In
+   <p>Every widget in the GUI needs to detect when its value changes.  In
 GuiCast the <b>handle_event</b> method is called whenever the value
 changes.  In <b>handle_event</b>, the widget then needs to call
 <b>plugin-&gt;send_configure_change()</b> to propogate the change to rendering.
 
+<div class="node">
 <p><hr>
 Node:<a name="REALTIME%20PLUGINS">REALTIME PLUGINS</a>,
-Next:<a rel=next accesskey=n href="#NONREALTIME%20PLUGINS">NONREALTIME PLUGINS</a>,
-Previous:<a rel=previous accesskey=p href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>,
-Up:<a rel=up accesskey=u href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
+Next:<a rel="next" accesskey="n" href="#NONREALTIME%20PLUGINS">NONREALTIME PLUGINS</a>,
+Previous:<a rel="previous" accesskey="p" href="#COMMON%20PROCEDURES">COMMON PROCEDURES</a>,
+Up:<a rel="up" accesskey="u" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
 <br>
+</div>
 
-<h3>REALTIME PLUGINS</h3>
+<h3 class="section">REALTIME PLUGINS</h3>
 
-<p>Realtime plugins should use PLUGIN_CLASS_MEMBERS to define the basic
+   <p>Realtime plugins should use PLUGIN_CLASS_MEMBERS to define the basic
 set of members in their headers.  All realtime plugins must define an
 
-<br><pre>int is_realtime()
-</pre>
+<pre class="example">     int is_realtime()
+     </pre>
 
-<p>member returning 1.  This causes a number of realtime methods to be
+   <p>member returning 1.  This causes a number of realtime methods to be
 called during playback and the plugin to be droppable on the timeline.
 
-<p>Realtime plugins must define a member called
+   <p>Realtime plugins must define a member called
 
-<br><pre>process_realtime
-</pre>
+<pre class="example">     process_realtime
+     </pre>
 
-<p>to be called during every audio fragment and video frame.  It has an
+   <p>to be called during every audio fragment and video frame.  It has an
 input and an output argument and for audio, a size argument.  The
 process_realtime function should start by calling
 <b>load_configuration</b>.  The LOAD_CONFIGURATION_MACRO returns 1 if the
 configuration changed.  Then process_realtime should move the data from
 the input to the output with processing.
 
-<p>Additional members are implemented to maintain configuration in
+   <p>Additional members are implemented to maintain configuration in
 realtime plugins.  Some of these are also needed in nonrealtime
 plugins.
 
-<ul>
+     <ul>
 <li>void read_data(KeyFrame *keyframe);
 
-<p>Loads data from a keyframe into the plugin's configuration.  Inside the
+     <p>Loads data from a keyframe into the plugin's configuration.  Inside the
 keyframe is an XML string.  It's most easily parsed by creating a
 <em>FileXML</em> object.  See an existing plugin to see how the read_data
 function is implemented.
 
-<p>Read data loads data out of the XML object and stores values in the
+     <p>Read data loads data out of the XML object and stores values in the
 plugin's configuration object.
 
-</p><li>void save_data(KeyFrame *keyframe);
+     </p><li>void save_data(KeyFrame *keyframe);
 
-<p>Saves data from the plugin's configuration to a keyframe.  Inside the
+     <p>Saves data from the plugin's configuration to a keyframe.  Inside the
 keyframe you'll put an XML string which is normally created by a
 FileXML object.  See an existing plugin to see how the save_data
 function is implemented.
 
-<p>Save data saves data from the plugin's configuration object into the
+     <p>Save data saves data from the plugin's configuration object into the
 XML object.
 
-</p><li>int load_defaults();
+     </p><li>int load_defaults();
 
-<p>Another way the plugin gets parameters is from a defaults file.  The
+     <p>Another way the plugin gets parameters is from a defaults file.  The
 load and save defaults routines use a Defaults object to parse the
 defaults file.  The defaults object is created in <b>load_defaults</b> and
 destroyed in the plugin's destructor.  See an existing plugin to see
 how the Defaults object is used.
 
-</p><li>int save_defaults();
+     </p><li>int save_defaults();
 
-<p>Saves the configuration in the defaults object.
+     <p>Saves the configuration in the defaults object.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="NONREALTIME%20PLUGINS">NONREALTIME PLUGINS</a>,
-Next:<a rel=next accesskey=n href="#AUDIO%20PLUGINS">AUDIO PLUGINS</a>,
-Previous:<a rel=previous accesskey=p href="#REALTIME%20PLUGINS">REALTIME PLUGINS</a>,
-Up:<a rel=up accesskey=u href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
+Next:<a rel="next" accesskey="n" href="#AUDIO%20PLUGINS">AUDIO PLUGINS</a>,
+Previous:<a rel="previous" accesskey="p" href="#REALTIME%20PLUGINS">REALTIME PLUGINS</a>,
+Up:<a rel="up" accesskey="u" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
 <br>
+</div>
 
-<h3>NONREALTIME PLUGINS</h3>
+<h3 class="section">NONREALTIME PLUGINS</h3>
 
-<p>Like realtime plugins, <b>load_defaults</b> and <b>save_defaults</b> must be
+   <p>Like realtime plugins, <b>load_defaults</b> and <b>save_defaults</b> must be
 implemented.  In nonrealtime plugins, these are not just used for
 default parameters but to transfer values from the user interface to
 the signal processor.  There doesn't need to be a configuration class
 in nonrealtime plugins.
 
-<p>Unlike realtime plugins, the LOAD_CONFIGURATION_MACRO can't be used in
+   <p>Unlike realtime plugins, the LOAD_CONFIGURATION_MACRO can't be used in
 the plugin header.  Instead, the following methods must be defined.
 
-<p>The nonrealtime plugin should contain a pointer to a defaults object.
-
-<br><pre>
-Defaults *defaults;
+   <p>The nonrealtime plugin should contain a pointer to a defaults object.
 
-</pre>
+<pre class="example">     
+     Defaults *defaults;
+     
+     </pre>
 
-<p>It should also have a pointer to a MainProgressBar.
+   <p>It should also have a pointer to a MainProgressBar.
 
-<br><pre>
-MainProgressBar *progress;
-</pre>
+<pre class="example">     
+     MainProgressBar *progress;
+     </pre>
 
-<p>The progress pointer allows nonrealtime plugins to display their
+   <p>The progress pointer allows nonrealtime plugins to display their
 progress in Cinelerra's main window.
 
-<p>The constructor for a nonrealtime plugin can't use
+   <p>The constructor for a nonrealtime plugin can't use
 PLUGIN_CONSTRUCTOR_MACRO but must call <b>load_defaults</b> directly.
 
-<p>The destructor, likewise, must call <b>save_defaults</b> and <b>delete
+   <p>The destructor, likewise, must call <b>save_defaults</b> and <b>delete
 defaults</b> directly instead of PLUGIN_DESTRUCTOR_MACRO.
 
-<ul>
+     <ul>
 
-<li>VFrame* new_picon();
+     <li>VFrame* new_picon();
 
-<p>char* plugin_title();
+     <p>char* plugin_title();
 
-<p>The usage of these is the same as realtime plugins.
+     <p>The usage of these is the same as realtime plugins.
 
-</p><li>int is_realtime();
+     </p><li>int is_realtime();
 
-<p>This function must return 0 to indicate a nonrealtime plugin.
+     <p>This function must return 0 to indicate a nonrealtime plugin.
 
-</p><li>
+     </p><li>
 int get_parameters();
 
-<p>Here, the user should create a GUI, wait for the user to hit an OK
+     <p>Here, the user should create a GUI, wait for the user to hit an OK
 button or a cancel button, and store the parameters in plugin
 variables.  This routine must return 0 for success and 1 for failure. 
 This way the user can cancel the effect from the GUI.
 
-<p>Unlike the realtime plugin, this GUI need not run asynchronously of the
+     <p>Unlike the realtime plugin, this GUI need not run asynchronously of the
 plugin.  It should block the get_parameters function until the user
 selects OK or Cancel.
 
-</p><li>int load_defaults();
+     </p><li>int load_defaults();
 
-<p>This should create a defaults object and load parameters from the
+     <p>This should create a defaults object and load parameters from the
 defaults object into plugin variables.
 
-</p><li>int save_defaults();
+     </p><li>int save_defaults();
 
-<p>This should save plugin variables to the defaults object.
+     <p>This should save plugin variables to the defaults object.
 
-</p><li>int start_loop();
+     </p><li>int start_loop();
 
-<p>If <b>get_parameters</b> returned 0 for success, this is called once to
+     <p>If <b>get_parameters</b> returned 0 for success, this is called once to
 give the plugin a chance to initialize processing.  The plugin should
 instantiate the progress object with a line like
 
-<br><pre>
-progress = start_progress("MyPlugin progress...",
-	PluginClient::end - PluginClient::start);
-
-</pre>
+     <pre class="example">          
+          progress = start_progress("MyPlugin progress...",
+          	PluginClient::end - PluginClient::start);
+          
+          </pre>
 
-<p>The usage of <b>start_progress</b> depends on whether the plugin is
+     <p>The usage of <b>start_progress</b> depends on whether the plugin is
 multichannel or single channel.  If it's multichannel you always call
 start_progress.  If it's single channel, you first need to know whether
 the progress bar has already started in another instance of the plugin.
 
-<p>If <b>PluginClient::interactive</b> is 1, you need to start the progress
+     <p>If <b>PluginClient::interactive</b> is 1, you need to start the progress
 bar.  If it's 0, the progress bar has already been started.
 
-<p>The PluginClient defines <b>end</b> and <b>start</b> for the timeline range
+     <p>The PluginClient defines <b>end</b> and <b>start</b> for the timeline range
 to be processed.  The units are either samples or frames.
 
-</p><li>int process_loop
+     </p><li>int process_loop
 
-<p>This is called repeatedly until the timeline range is processed.  It
+     <p>This is called repeatedly until the timeline range is processed.  It
 takes either a samples or frames buffer and a reference to
 write_length.  The arguments are a location and length for the output
 if it's audio.
 
-<p>The plugin must use <b>read_samples</b> or <b>read_frame</b> to read the
+     <p>The plugin must use <b>read_samples</b> or <b>read_frame</b> to read the
 input.  These functions take a buffer and a position relative to the
 start of the timeline.  Then it must process it and put the output in
 the arguments to process_loop.  write_length should contain the number
 of samples generated if it's audio.
 
-<p>Finally, process_loop must test <b>PluginClient::interactive</b> and
+     <p>Finally, process_loop must test <b>PluginClient::interactive</b> and
 update the progress bar if it's 1.
 
-<br><pre>progress-&gt;update(total_written);
-</pre>
+     <pre class="example">          progress-&gt;update(total_written);
+          </pre>
 
-<p>returns 1 or 0 if the progress bar was cancelled.  If it's 1,
+     <p>returns 1 or 0 if the progress bar was cancelled.  If it's 1,
 process_loop should return 1 to indicate a cancellation.  In addition
 to progress bar cancellation, <b>process_loop</b> should return 1 when the
 entire timeline range is processed.
 
-</p><li>int stop_loop();
+     </p><li>int stop_loop();
 
-<p>This is called after process_loop processes its last buffer.
+     <p>This is called after process_loop processes its last buffer.
 
-<p>If PluginClient::is_interactive is 1, this should call
+     <p>If PluginClient::is_interactive is 1, this should call
 <b>stop_progress</b> in the progress bar pointer and delete the pointer. 
 Then it should delete any objects it created for processing in
 <b>start_loop</b>.
 
-</ul>
+   </ul>
 
+<div class="node">
 <p><hr>
 Node:<a name="AUDIO%20PLUGINS">AUDIO PLUGINS</a>,
-Next:<a rel=next accesskey=n href="#VIDEO%20PLUGINS">VIDEO PLUGINS</a>,
-Previous:<a rel=previous accesskey=p href="#NONREALTIME%20PLUGINS">NONREALTIME PLUGINS</a>,
-Up:<a rel=up accesskey=u href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
+Next:<a rel="next" accesskey="n" href="#VIDEO%20PLUGINS">VIDEO PLUGINS</a>,
+Previous:<a rel="previous" accesskey="p" href="#NONREALTIME%20PLUGINS">NONREALTIME PLUGINS</a>,
+Up:<a rel="up" accesskey="u" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
 <br>
+</div>
 
-<h3>AUDIO PLUGINS</h3>
+<h3 class="section">AUDIO PLUGINS</h3>
 
-<p>The simplest audio plugin is Gain.  The processing object should
+   <p>The simplest audio plugin is Gain.  The processing object should
 include <b>pluginaclient.h</b> and inherit from <b>PluginAClient</b>.  Realtime audio plugins need to
 define
 
-<br><pre>int process_realtime(long size,
-		double **input_ptr,
-		double **output_ptr);
-</pre>
-
-<p>if it's multichannel or
-
-<br><pre>int process_realtime(long size,
-		double *input_ptr,
-		double *output_ptr);
-</pre>
+<pre class="example">     int process_realtime(long size,
+     		double **input_ptr,
+     		double **output_ptr);
+     </pre>
+
+   <p>if it's multichannel or
+
+<pre class="example">     int process_realtime(long size,
+     		double *input_ptr,
+     		double *output_ptr);
+     </pre>
 
-<p>if it's single channel.  These should return the number of samples
+   <p>if it's single channel.  These should return the number of samples
 generated.  In the future, the number of samples return value will
 synchronize plugins which delay audio.
 
-<p>Nonrealtime audio plugins need to define
+   <p>Nonrealtime audio plugins need to define
 
-<br><pre>int process_loop(double *buffer, long &amp;write_length);
-</pre>
+<pre class="example">     int process_loop(double *buffer, long &amp;write_length);
+     </pre>
 
-<p>for single channel or
+   <p>for single channel or
 
-<br><pre>int process_loop(double **buffers, long &amp;write_length);
-</pre>
+<pre class="example">     int process_loop(double **buffers, long &amp;write_length);
+     </pre>
 
-<p>for multi channel.
+   <p>for multi channel.
 
+<div class="node">
 <p><hr>
 Node:<a name="VIDEO%20PLUGINS">VIDEO PLUGINS</a>,
-Next:<a rel=next accesskey=n href="#TRANSITION%20PLUGINS">TRANSITION PLUGINS</a>,
-Previous:<a rel=previous accesskey=p href="#AUDIO%20PLUGINS">AUDIO PLUGINS</a>,
-Up:<a rel=up accesskey=u href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
+Next:<a rel="next" accesskey="n" href="#TRANSITION%20PLUGINS">TRANSITION PLUGINS</a>,
+Previous:<a rel="previous" accesskey="p" href="#AUDIO%20PLUGINS">AUDIO PLUGINS</a>,
+Up:<a rel="up" accesskey="u" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
 <br>
+</div>
 
-<h3>VIDEO PLUGINS</h3>
+<h3 class="section">VIDEO PLUGINS</h3>
 
-<p>The simplest video plugin is Flip.  The processing object should
+   <p>The simplest video plugin is Flip.  The processing object should
 include <b>pluginvclient.h</b> and inherit from <b>PluginVClient</b>. 
 Realtime video plugins need to define
 
-<br><pre>int process_realtime(VFrame **input,
-		VFrame **output);
-</pre>
+<pre class="example">     int process_realtime(VFrame **input,
+     		VFrame **output);
+     </pre>
 
-<p>if it's multichannel or
+   <p>if it's multichannel or
 
-<br><pre>int process_realtime(VFrame *input,
-		VFrame *output);
-</pre>
+<pre class="example">     int process_realtime(VFrame *input,
+     		VFrame *output);
+     </pre>
 
-<p>if it's single channel.  They only get one frame per call but should
+   <p>if it's single channel.  They only get one frame per call but should
 return the number of frames generated anyway.  In the future, the
 number of frames return value will synchronize plugins which delay
 video.
 
-<p>The nonrealtime video plugins need to define
+   <p>The nonrealtime video plugins need to define
 
-<br><pre>int process_loop(VFrame *buffer);
-</pre>
+<pre class="example">     int process_loop(VFrame *buffer);
+     </pre>
 
-<p>for single channel or
+   <p>for single channel or
 
-<br><pre>int process_loop(VFrame **buffers);
-</pre>
+<pre class="example">     int process_loop(VFrame **buffers);
+     </pre>
 
-<p>for multi channel.  They're always assumed to have a write length of 1
+   <p>for multi channel.  They're always assumed to have a write length of 1
 when they return 0.
 
+<div class="node">
 <p><hr>
 Node:<a name="TRANSITION%20PLUGINS">TRANSITION PLUGINS</a>,
-Next:<a rel=next accesskey=n href="#PLUGIN%20GUI'S%20WHICH%20UPDATE%20DURING%20PLAYBACK">PLUGIN GUI'S WHICH UPDATE DURING PLAYBACK</a>,
-Previous:<a rel=previous accesskey=p href="#VIDEO%20PLUGINS">VIDEO PLUGINS</a>,
-Up:<a rel=up accesskey=u href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
+Next:<a rel="next" accesskey="n" href="#PLUGIN%20GUI'S%20WHICH%20UPDATE%20DURING%20PLAYBACK">PLUGIN GUI'S WHICH UPDATE DURING PLAYBACK</a>,
+Previous:<a rel="previous" accesskey="p" href="#VIDEO%20PLUGINS">VIDEO PLUGINS</a>,
+Up:<a rel="up" accesskey="u" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
 <br>
+</div>
 
-<h3>TRANSITION PLUGINS</h3>
+<h3 class="section">TRANSITION PLUGINS</h3>
 
-<p>The simplest video transition is <b>dissolve</b> and the simplest audio
+   <p>The simplest video transition is <b>dissolve</b> and the simplest audio
 transition is <b>crossfade</b>.   These work identical to the single
 channel, realtime audio and video plugins.  The only difference is the
 addition of an <b>is_transition</b> method to the processing object. 
 <b>is_transition</b> should return 1.
 
-<p>Routines exist for determining where you are relative to the
+   <p>Routines exist for determining where you are relative to the
 transition's start and end.
 
-<ul>
+     <ul>
 
-<li><b>PluginClient::get_source_position()</b> - returns an integer
+     <li><b>PluginClient::get_source_position()</b> - returns an integer
 position since the start of the transition
 
-<li><b>PluginClient::get_total_len()</b> - returns the integer length of
+     <li><b>PluginClient::get_total_len()</b> - returns the integer length of
 the transition.  The units are either samples or frames.
 
-</ul>
+   </ul>
 
-<p>Users should divide source position by total length to get the fraction
+   <p>Users should divide source position by total length to get the fraction
 of the transition the current <b>process_realtime</b> function starts
 at.
 
-<p>Secondly, the meaning of the input and output arguments to
+   <p>Secondly, the meaning of the input and output arguments to
 <b>process_realtime</b> is different for transitions than for realtime
 plugins.
 
-<p>The first argument to process_realtime is the data for the next edit. 
+   <p>The first argument to process_realtime is the data for the next edit. 
 The second argument to process_realtime is the data for the previous
 edit.  Eventually the second argument becomes the output.
 
+<div class="node">
 <p><hr>
 Node:<a name="PLUGIN%20GUI'S%20WHICH%20UPDATE%20DURING%20PLAYBACK">PLUGIN GUI'S WHICH UPDATE DURING PLAYBACK</a>,
-Previous:<a rel=previous accesskey=p href="#TRANSITION%20PLUGINS">TRANSITION PLUGINS</a>,
-Up:<a rel=up accesskey=u href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
+Previous:<a rel="previous" accesskey="p" href="#TRANSITION%20PLUGINS">TRANSITION PLUGINS</a>,
+Up:<a rel="up" accesskey="u" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>
 <br>
+</div>
 
-<h3>PLUGIN GUI'S WHICH UPDATE DURING PLAYBACK</h3>
+<h3 class="section">PLUGIN GUI'S WHICH UPDATE DURING PLAYBACK</h3>
 
-<p>Effects like <b>Histogram</b> and <b>VideoScope</b> need to update the GUI
+   <p>Effects like <b>Histogram</b> and <b>VideoScope</b> need to update the GUI
 during playback to display information about the signal.  This is
 achieved with the <b>send_render_gui</b> and <b>render_gui</b> methods. 
 Normally in process_realtime, when the processing object wants to
@@ -4815,167 +4980,169 @@
 called in process_realtime.  Send_render_gui goes through a search and
 eventually calls <b>render_gui</b> in the GUI instance of the plugin.
 
-<p>Render_gui should have a sequence like
+   <p>Render_gui should have a sequence like
 
-<br><pre>void MyPlugin::render_gui(void *data)
-{
-	if(thread)
-	{
-		thread-&gt;window-&gt;lock_window();
+<pre class="example">     void MyPlugin::render_gui(void *data)
+     {
+     	if(thread)
+     	{
+     		thread-&gt;window-&gt;lock_window();
+     
+     // update GUI here
+     
+     		thread-&gt;window-&gt;unlock_window();
+     	}
+     }
+     
+     </pre>
 
-// update GUI here
-
-		thread-&gt;window-&gt;unlock_window();
-	}
-}
-
-</pre>
-
-<p>The sequence uses one argument, a void pointer to transfer information
+   <p>The sequence uses one argument, a void pointer to transfer information
 from the renderer to the GUI.  The user should typecast this pointer
 into something useful.
 
+<div class="node">
 <p><hr>
 Node:<a name="RELEASE%20NOTES">RELEASE NOTES</a>,
-Previous:<a rel=previous accesskey=p href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>,
-Up:<a rel=up accesskey=u href="#Top">Top</a>
+Previous:<a rel="previous" accesskey="p" href="#PLUGIN%20AUTHORING">PLUGIN AUTHORING</a>,
+Up:<a rel="up" accesskey="u" href="#Top">Top</a>
 <br>
+</div>
 
-<h2>RELEASE NOTES</h2>
+<h2 class="chapter">RELEASE NOTES</h2>
 
-<ul>
+     <ul>
 
-<p><b>1.0.0</b>
+     <p><b>1.0.0</b>
 
-<p>First release since Broadcast 2000 migration.
+     <p>First release since Broadcast 2000 migration.
 
-<p><b>1.1.0</b>
+     <p><b>1.1.0</b>
 
-<p>Titler fonts installed by rpm.
+     <p>Titler fonts installed by rpm.
 
-<p>XMovie decodes ac3 according to redesigned liba52 channel mappings.
+     <p>XMovie decodes ac3 according to redesigned liba52 channel mappings.
 
-<p>Quicktime MPEG4 parameters debugged.
+     <p>Quicktime MPEG4 parameters debugged.
 
-<p>Background rendering over a renderfarm.
+     <p>Background rendering over a renderfarm.
 
-<p>Renderfarm clients automatically reduced to idle priority.
+     <p>Renderfarm clients automatically reduced to idle priority.
 
-<p>Better MJPA decoding on single processors.
+     <p>Better MJPA decoding on single processors.
 
-<p>Better title functionality in 16 bit colormodels.
+     <p>Better title functionality in 16 bit colormodels.
 
-<p>Undo for effect keyframes.
+     <p>Undo for effect keyframes.
 
-<p>Effect GUI's cleared during undo for effect attachment.
+     <p>Effect GUI's cleared during undo for effect attachment.
 
-<p>Fewer lockups on startup.
+     <p>Fewer lockups on startup.
 
-<p>Proper keyframe interpolation in scale effect.
+     <p>Proper keyframe interpolation in scale effect.
 
-<p>Stamp timecode in titler.
+     <p>Stamp timecode in titler.
 
-<p>Memory leaks in rendering stages removed.
+     <p>Memory leaks in rendering stages removed.
 
-<p>Removed legacy plugin server code.
+     <p>Removed legacy plugin server code.
 
-<p>Option to generate sequence header in every GOP for MPEG2.
+     <p>Option to generate sequence header in every GOP for MPEG2.
 
-<p>LADSPA support.
+     <p>LADSPA support.
 
-<p>Listbox doesn't enter drag_icon state when dragging column division.
+     <p>Listbox doesn't enter drag_icon state when dragging column division.
 
-<p>Effect rendering bug fixed.
+     <p>Effect rendering bug fixed.
 
-<p>64 bit mpeg transport stream seeking beyond 2 gigs.
+     <p>64 bit mpeg transport stream seeking beyond 2 gigs.
 
-<p>More accurate mask drawing when projector is zoomed.
+     <p>More accurate mask drawing when projector is zoomed.
 
-<p>Clear labels updates CWindow
+     <p>Clear labels updates CWindow
 
-<p>More accurate YUV/RGB conversions.
+     <p>More accurate YUV/RGB conversions.
 
-<p>Import partial tgas
+     <p>Import partial tgas
 
-<p>Copy keyframes doesn't copy default keyframe.
+     <p>Copy keyframes doesn't copy default keyframe.
 
-<p>Track highlighting offset by vertical scroll.
+     <p>Track highlighting offset by vertical scroll.
 
-<p>Multiple video scope, spectrogram, and histogram displays may be opened.
+     <p>Multiple video scope, spectrogram, and histogram displays may be opened.
 
-<p>HutSaturation in YUV colorspaces.
+     <p>HutSaturation in YUV colorspaces.
 
-<p>Undo for masks.
+     <p>Undo for masks.
 
-<p>Shared synthesis effects cause the sharing tracks to
+     <p>Shared synthesis effects cause the sharing tracks to
 play back instead of just the owning track.
 
-<p>Quicktime recovery utility improved.
+     <p>Quicktime recovery utility improved.
 
-<p>Single frame recording with multiple batches doesn't crash.
+     <p>Single frame recording with multiple batches doesn't crash.
 
-<p>DV encoding.
+     <p>DV encoding.
 
-<p>New video effects:
+     <p>New video effects:
 gradient, downsample video, radial blur, linear blur, zoom blur,
 histogram, perspective.
 
-<p>New audio effect:
+     <p>New audio effect:
 Sound level
 
-<p><b>1.1.5</b>
+     <p><b>1.1.5</b>
 
-<p>More options for the ffmpeg/MPEG-4 codecs.
+     <p>More options for the ffmpeg/MPEG-4 codecs.
 
-<p>Histogram works on SMP.
+     <p>Histogram works on SMP.
 
-<p>Better 16 bit alpha blending.
+     <p>Better 16 bit alpha blending.
 
-<p>BRender path updates from preferences.
+     <p>BRender path updates from preferences.
 
-<p>Separate preroll for background rendering and rendering.
+     <p>Separate preroll for background rendering and rendering.
 
-<p>Deinterlace by averaging lines 0 and 2 or 1 and 3 to get intervening lines.
+     <p>Deinterlace by averaging lines 0 and 2 or 1 and 3 to get intervening lines.
 
-<p>Adaptive deinterlace.
+     <p>Adaptive deinterlace.
 
-<p>Frame per second statistics in renderfarm are more reliable.
+     <p>Frame per second statistics in renderfarm are more reliable.
 
-<p>Select and slide in the patchbay.
+     <p>Select and slide in the patchbay.
 
-<p>Video scope can be resized.
+     <p>Video scope can be resized.
 
-<p>Effect keyframes pasted in right positions more often.
+     <p>Effect keyframes pasted in right positions more often.
 
-<p>Selective denoising of video based on color channel.
+     <p>Selective denoising of video based on color channel.
 
-<p>More mouse wheel bindings in MainWindow and ListBox.
+     <p>More mouse wheel bindings in MainWindow and ListBox.
 
-<p>Ctrl-w closes effect windows.
+     <p>Ctrl-w closes effect windows.
 
-<p>Perspective doesn't crash when switching from stretch to sheer.
+     <p>Perspective doesn't crash when switching from stretch to sheer.
 
-<p>Better text list searching and keyboard navigation.
+     <p>Better text list searching and keyboard navigation.
 
-<p>Better Vorbis decoding after a pause.
+     <p>Better Vorbis decoding after a pause.
 
-<p>Close recording without recording anything doesn't crash.
+     <p>Close recording without recording anything doesn't crash.
 
-<p>Save backup now option.
+     <p>Save backup now option.
 
-<p>OpenGL not required anymore.
+     <p>OpenGL not required anymore.
 
-<p>Time format changes update the selection textboxes more often.
+     <p>Time format changes update the selection textboxes more often.
 
-<p>MPEG-4 deblocking option in XMovie and Cinelerra.
+     <p>MPEG-4 deblocking option in XMovie and Cinelerra.
 
-<p>Resize in Record GUI doesn't screw it up.
+     <p>Resize in Record GUI doesn't screw it up.
 
-<p>Better export of YUVA16161616 to Component Y'CbCr 10-bit 4:4:4.
+     <p>Better export of YUVA16161616 to Component Y'CbCr 10-bit 4:4:4.
 
-<p>Better import of Component Y'CbCr 10-bit 4:4:4 to RGB colorspaces.
+     <p>Better import of Component Y'CbCr 10-bit 4:4:4 to RGB colorspaces.
 
-</ul>
+   </ul>
 
-</body></html>
+   </body></html>
 
Files cinelerra-1.1.5.orig/freetype-2.0.4/objs/.libs/libfreetype.so.6 and cinelerra-1.1.5/freetype-2.0.4/objs/.libs/libfreetype.so.6 differ
Files cinelerra-1.1.5.orig/freetype-2.0.4/objs/.libs/libfreetype.so.6.1.0 and cinelerra-1.1.5/freetype-2.0.4/objs/.libs/libfreetype.so.6.1.0 differ
diff -ruN cinelerra-1.1.5.orig/guicast/bctheme.C cinelerra-1.1.5/guicast/bctheme.C
--- cinelerra-1.1.5.orig/guicast/bctheme.C	2002-12-21 04:01:43.000000000 +0100
+++ cinelerra-1.1.5/guicast/bctheme.C	2003-05-04 08:50:11.000000000 +0200
@@ -86,7 +86,7 @@
 }
 
 
-void BC_Theme::overlay(VFrame *dst, VFrame *src, int in_x1 = -1, int in_x2 = -1)
+void BC_Theme::overlay(VFrame *dst, VFrame *src, int in_x1, int in_x2)
 {
 	int w;
 	int h;
diff -ruN cinelerra-1.1.5.orig/libmpeg3/Makefile cinelerra-1.1.5/libmpeg3/Makefile
--- cinelerra-1.1.5.orig/libmpeg3/Makefile	2002-06-21 14:35:24.000000000 +0200
+++ cinelerra-1.1.5/libmpeg3/Makefile	2003-05-04 08:50:11.000000000 +0200
@@ -25,7 +25,7 @@
 ifeq ($(OBJDIR), i686)
   USE_MMX = 1
   ifneq ($(HAVE_CFLAGS), yes)
-    CFLAGS := -O2 -fomit-frame-pointer -malign-loops=2 -malign-jumps=2 -malign-functions=2 -I/usr/local/include
+    CFLAGS := -O2 -fomit-frame-pointer -falign-loops=2 -falign-jumps=2 -falign-functions=2 -I/usr/include
   endif
   CFLAGS += -D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE -D_LARGEFILE64_SOURCE
 endif
@@ -49,8 +49,7 @@
 
 CFLAGS += \
 	-I. \
-	-I$(A52DIR)/include \
-	-I$(A52DIR)/liba52
+	-I/usr/include/a52dec
 
 #CFLAGS += -g
 
@@ -122,7 +121,7 @@
 	$(OBJDIR)/audio \
 	$(OBJDIR)/video
 
-include Makefile.a52
+##include Makefile.a52
 
 DIRS += $(A52DIRS)
 
@@ -133,7 +132,7 @@
 #$(OBJDIR)/mpeg3split
 
 
-LIBS = -lm -lpthread
+LIBS = -lm -lpthread -la52
 
 $(shell if ! test -d $(OBJDIR) \; then mkdir -p $(OBJDIR) \; fi )
 
@@ -188,7 +187,7 @@
 	cat *.c *.h audio/*.c audio/*.h video/*.c video/*.h | wc
 
 $(OBJS): 
-	$(CC) -c `cat $(OBJDIR)/c_flags` $(subst $(OBJDIR)/,, $*.c) -o $*.o
+	$(CC) -c $(CFLAGS) $(subst $(OBJDIR)/,, $*.c) -o $*.o
 $(ASMOBJS): 
 	$(CC) -c `cat $(OBJDIR)/c_flags` $(subst $(OBJDIR)/,, $*.S) -o $*.o
 $(NASMOBJS): 
diff -ruN cinelerra-1.1.5.orig/libmpeg3/Makefile.a52 cinelerra-1.1.5/libmpeg3/Makefile.a52
--- cinelerra-1.1.5.orig/libmpeg3/Makefile.a52	2002-06-21 14:35:24.000000000 +0200
+++ cinelerra-1.1.5/libmpeg3/Makefile.a52	1970-01-01 01:00:00.000000000 +0100
@@ -1,39 +0,0 @@
-A52DIR := $(shell expr a52dec* )
-
-A52DIRS := \
-	$(OBJDIR)/$(A52DIR)/liba52/ \
-	$(OBJDIR)/$(A52DIR)/libao/ \
-	$(OBJDIR)/$(A52DIR)/src/ \
-	$(OBJDIR)/$(A52DIR)/test/
-	
-
-A52OBJS := \
-	$(OBJDIR)/$(A52DIR)/liba52/bit_allocate.o \
-	$(OBJDIR)/$(A52DIR)/liba52/bitstream.o \
-	$(OBJDIR)/$(A52DIR)/liba52/downmix.o \
-	$(OBJDIR)/$(A52DIR)/liba52/imdct.o \
-	$(OBJDIR)/$(A52DIR)/liba52/parse.o \
-	$(OBJDIR)/$(A52DIR)/libao/audio_out_float.o \
-	$(OBJDIR)/$(A52DIR)/libao/audio_out_null.o \
-	$(OBJDIR)/$(A52DIR)/libao/audio_out.o \
-	$(OBJDIR)/$(A52DIR)/libao/audio_out_oss.o \
-	$(OBJDIR)/$(A52DIR)/libao/audio_out_solaris.o \
-	$(OBJDIR)/$(A52DIR)/libao/audio_out_wav.o \
-	$(OBJDIR)/$(A52DIR)/libao/float2s16.o \
-	$(OBJDIR)/$(A52DIR)/src/a52dec.o \
-	$(OBJDIR)/$(A52DIR)/src/extract_a52.o \
-	$(OBJDIR)/$(A52DIR)/src/getopt.o \
-	$(OBJDIR)/$(A52DIR)/test/compare.o
-
-A52CFLAGS = \
-	$(CFLAGS) \
-	-DHAVE_CONFIG_H \
-	-I$(A52DIR)/ \
-	-I$(A52DIR)/include \
-	-I$(A52DIR)/liba52 \
-	-I$(A52DIR)/libao \
-	-I$(A52DIR)/src
-
-
-
-
diff -ruN cinelerra-1.1.5.orig/libmpeg3/audio/Makefile cinelerra-1.1.5/libmpeg3/audio/Makefile
--- cinelerra-1.1.5.orig/libmpeg3/audio/Makefile	2002-06-21 14:35:24.000000000 +0200
+++ cinelerra-1.1.5/libmpeg3/audio/Makefile	2003-05-04 08:50:11.000000000 +0200
@@ -1,4 +1,4 @@
-include ../global_config
+include ../../global_config
 export CFLAGS
 
 OBJS = \
diff -ruN cinelerra-1.1.5.orig/libmpeg3/mpeg3private.h cinelerra-1.1.5/libmpeg3/mpeg3private.h
--- cinelerra-1.1.5.orig/libmpeg3/mpeg3private.h	2002-10-18 03:38:19.000000000 +0200
+++ cinelerra-1.1.5/libmpeg3/mpeg3private.h	2003-05-04 08:50:11.000000000 +0200
@@ -3,7 +3,7 @@
 
 #include <stdint.h>
 #include <stdio.h>
-
+#include <pthread.h>
 
 
 
diff -ruN cinelerra-1.1.5.orig/mplexlo/Makefile cinelerra-1.1.5/mplexlo/Makefile
--- cinelerra-1.1.5.orig/mplexlo/Makefile	2002-07-13 04:19:23.000000000 +0200
+++ cinelerra-1.1.5/mplexlo/Makefile	2003-05-04 08:50:12.000000000 +0200
@@ -7,7 +7,7 @@
 OUTPUT := $(OBJDIR)/mplexlo
 
 $(OUTPUT): $(OBJS)
-	$(CC) -o $(OUTPUT) $(OBJS) ../libmpeg3/$(OBJDIR)/libmpeg3.a -lpthread -lm
+	$(CC) -o $(OUTPUT) $(OBJS) ../libmpeg3/$(OBJDIR)/libmpeg3.a -lpthread -lm -la52
 
 $(OBJS):
 	$(CC) -c $(CFLAGS) $(subst $(OBJDIR)/,, $*.c) -o $*.o
diff -ruN cinelerra-1.1.5.orig/quicktime/Makefile cinelerra-1.1.5/quicktime/Makefile
--- cinelerra-1.1.5.orig/quicktime/Makefile	2003-02-05 07:40:02.000000000 +0100
+++ cinelerra-1.1.5/quicktime/Makefile	2003-05-04 08:50:12.000000000 +0200
@@ -23,7 +23,7 @@
 endif
 
 ifeq ($(OBJDIR), i686)
-  CFLAGS = -O3 -fmessage-length=0 -funroll-all-loops -fomit-frame-pointer -malign-loops=2 -malign-jumps=2 -malign-functions=2 -I/usr/local/include
+  CFLAGS = -O3 -fmessage-length=0 -funroll-all-loops -fomit-frame-pointer -falign-loops=2 -falign-jumps=2 -falign-functions=2 -I/usr/include
 endif
 
 
diff -ruN cinelerra-1.1.5.orig/quicktime/Makefile.dv cinelerra-1.1.5/quicktime/Makefile.dv
--- cinelerra-1.1.5.orig/quicktime/Makefile.dv	2002-11-11 06:19:11.000000000 +0100
+++ cinelerra-1.1.5/quicktime/Makefile.dv	2003-05-04 08:50:12.000000000 +0200
@@ -1,4 +1,4 @@
-DV_DIR := $(shell expr libdv-0.98 )
+DV_DIR := libdv-0.98
 
 DV_OBJS := \
 	$(OBJDIR)/$(DV_DIR)/libdv/audio.o \
diff -ruN cinelerra-1.1.5.orig/quicktime/libdv-0.98/libdv/asmoff.h cinelerra-1.1.5/quicktime/libdv-0.98/libdv/asmoff.h
--- cinelerra-1.1.5.orig/quicktime/libdv-0.98/libdv/asmoff.h	2003-02-10 07:03:40.000000000 +0100
+++ cinelerra-1.1.5/quicktime/libdv-0.98/libdv/asmoff.h	2003-05-04 08:50:14.000000000 +0200
@@ -1,14 +1,14 @@
 #define dv_videosegment_t_i                      0
 #define dv_videosegment_t_k                      4
 #define dv_videosegment_t_bs                     8
-#define dv_videosegment_t_mb                     12
-#define dv_videosegment_t_isPAL                  4992
-#define dv_macroblock_t_size                     996
-#define dv_macroblock_t_b                        20
-#define dv_macroblock_t_eob_count                992
-#define dv_macroblock_t_vlc_error                988
-#define dv_macroblock_t_qno                      980
-#define dv_macroblock_t_sta                      984
+#define dv_videosegment_t_mb                     16
+#define dv_videosegment_t_isPAL                  5016
+#define dv_macroblock_t_size                     1000
+#define dv_macroblock_t_b                        24
+#define dv_macroblock_t_eob_count                996
+#define dv_macroblock_t_vlc_error                992
+#define dv_macroblock_t_qno                      984
+#define dv_macroblock_t_sta                      988
 #define dv_macroblock_t_i                        0
 #define dv_macroblock_t_j                        4
 #define dv_macroblock_t_k                        8
diff -ruN cinelerra-1.1.5.orig/quicktime/libdv-0.98/libdv/mmx.h cinelerra-1.1.5/quicktime/libdv-0.98/libdv/mmx.h
--- cinelerra-1.1.5.orig/quicktime/libdv-0.98/libdv/mmx.h	2002-11-08 14:44:37.000000000 +0100
+++ cinelerra-1.1.5/quicktime/libdv-0.98/libdv/mmx.h	2003-05-04 08:50:14.000000000 +0200
@@ -223,7 +223,7 @@
 
 /*	Function to test if mmx instructions are supported...
 */
-inline extern int
+inline static int
 mmx_ok(void)
 {
 	/* Returns 1 if MMX instructions are supported, 0 otherwise */
diff -ruN cinelerra-1.1.5.orig/quicktime/libdv-0.98/libdv/vlc.h cinelerra-1.1.5/quicktime/libdv-0.98/libdv/vlc.h
--- cinelerra-1.1.5.orig/quicktime/libdv-0.98/libdv/vlc.h	2002-11-08 14:44:37.000000000 +0100
+++ cinelerra-1.1.5/quicktime/libdv-0.98/libdv/vlc.h	2003-05-04 08:50:14.000000000 +0200
@@ -69,7 +69,7 @@
 extern void dv_decode_vlc(int bits,int maxbits, dv_vlc_t *result);
 extern void __dv_decode_vlc(int bits, dv_vlc_t *result);
 
-extern __inline__ void dv_peek_vlc(bitstream_t *bs,int maxbits, dv_vlc_t *result) {
+static __inline__ void dv_peek_vlc(bitstream_t *bs,int maxbits, dv_vlc_t *result) {
   if(maxbits < 16)
     dv_decode_vlc(bitstream_show(bs,16),maxbits,result);
   else