196 lines
6.7 KiB
Groff
196 lines
6.7 KiB
Groff
.\" Please adjust this date whenever revising the manpage.
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.TH CELESTIA 1 "May 23, 2001"
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.SH NAME
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celestia \- A real-time visual space simulation
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.SH SYNOPSIS
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.B celestia
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.RI [ options ]
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.SH DESCRIPTION
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This manual page documents briefly \fBcelestia\fP, a 3D space simulator.
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Celestia is a real-time visual simulation of space in our local region of the
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universe. Choose a point within about 1000 light years of Earth, and Celestia
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will show you an approximation of how it would appear to your eyes were you
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actually there. Some of what Celestia shows is necessarily hypothetical--the
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farther away from Earth you get, the less real data there is and the more
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guesswork is involved. Thus Celestia supplements observational data with good
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guesses based on models of stellar and planetary processes.
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.PP
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Celestia is unique in its ability to allow you to navigate at an immense range
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of scales. Orbit a couple kilometers above the surface of a tiny, irregular
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asteroid, then head off toward Jupiter, watching it grow from a bright point of
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light into a looming sphere filling your field of vision. Leave our solar
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system entirely and observe the sun as it fades from a brilliant disk to a
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bright star, disappearing almost entirely as you head off toward the Upsilon
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Andromeda system to orbit around its innermost giant planet.
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.SH OVERVIEW
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Celestia will start up in a window, display a welcome message and some
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information about your target (top left corner), your speed, and the
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current time (Universal Time, so it'll probably be a few hours off from
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your computer's clock.) In Celestia, you'll generally have an object
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selected; currently, it's Eros, but it could also be a star, planet,
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spacecraft, or galaxy. The simplest way to select an object is to click
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on it. Try clicking on a star to select it. Right drag the mouse to
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orbit arround the selected target. Left dragging the mouse changes your
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orientation too, but the camera rotates about its center instead of
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rotating around the target. Rolling the mouse wheel will change your
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distance to the space station--you can move light years away, then roll
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the wheel in the opposite direction to get back to your starting
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location. If your mouse lacks a wheel, you can use the Home and End
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keys instead.
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.PP
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Press G and you'll zoom through space toward the selected star. If you
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press G again, you'll approach the star even closer. Press H to select
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our Sun, and then G to go back to our solar system. You'll find
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yourself half a light year away from the Sun, which looks merely like a
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bright star at this range. Press G three more times to get within about
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30 AU of the Sun and you will be to see a few planets become visible
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near the Sun.
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.\" Right click on the sun to bring up a menu of planets and
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.\" other objects in the solar system. After selecting a planet from the
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.\" menu, hit G again to travel toward it. Once there, hold down the right
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.\" mouse button and drag to orbit the planet.
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.SH USAGE
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Mouse functions:
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.PP
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.TS
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tab (@);
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l l.
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Left drag@orient camera
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Right drag@orbit the selected object
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Mouse wheel,@
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Middle drag@adjust distance to selection
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left click@select target, double click to center
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.TE
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.PP
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Keyboard commands:
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.PP
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Navigation
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.PP
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.TS
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tab (@);
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l l.
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H@Select the sun (Home)
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C@Center on selected object
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G@Goto selected object
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F@Follow selected object
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Y@Orbit the selected object at a rate synced to its rotation
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ESC@Cancel motion
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.TE
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.PP
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Free movement
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.PP
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.TS
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tab (@);
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l l.
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HOME@Move closer to object
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END@Move farther from object
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F1@Stop
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F2@Set velocity to 1 km/s
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F3@Set velocity to 1,000 km/s
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F4@Set velocity to 1,000,000 km/s
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F5@Set velocity to 1 AU/s
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F6@Set velocity to 1 ly/s
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A@Increase velocity by 10x
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Z@Decrease velocity by 10x
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Q@Reverse direction
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X@Set movement direction toward center of screen
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.TE
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.PP
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Time
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.PP
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.TS
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tab (@);
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l l.
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Space@stop time
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L@Time 10x faster
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K@Time 10x slower
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J@Reverse time
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.TE
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.PP
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Options
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.PP
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.TS
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tab (@);
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l l.
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U@Toggle galaxy rendering
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N@Toggle planet and moon labels
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O@Toggle planet orbits
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V@Toggle HUD Text
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I@Toggle planet atmospheres (cloud textures)
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W@Toggle wireframe mode
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/@Toggle constellation diagrams
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= @Toggle constellation labels
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;@Toggle earth-based equatorial coordinate sphere
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B@Toggle star labels
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P@Toggle per-pixel lighting (if supported)
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[@Decrease limiting magnitude (fewer stars visible)
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]@Increase limiting magnitude (more stars visible)
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{@Decrease ambient illumination
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}@Increase ambient illumination
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,@Narrow field of view
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\.@Widen field of view
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.TE
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.PP
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Other
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.PP
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.TS
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tab (@);
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l l.
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D@Run demo
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`@Show frames rendered per second
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.TE
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.PP
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It's possible to choose a star or planet by name: press Enter and type in the
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name, and pressing Enter again. You can use common names, or Bayer
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designations and HD catalog numbers for stars. Bayer and Flamsteed
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designations need to be entered like "Upsilon And" and "51 Peg". The
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constellation must be given as a three letter abbreviation and the full Greek
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letter name spelled out. HD catalog numbers must be entered with a space
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between HD and the number.
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.SH OPTIONS
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The \fIglut\fP based version accepts the usual X Window System specific
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options, namely:
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.TP 8
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.B \-display \fIDISPLAY\fP
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Specify the X server to connect to. If not specified, the value of the
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DISPLAY environment variable is used.
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.TP 8
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.B \-geometry \fIWxH+X+Y\fP
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Determines where window's should be created on the screen. The
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parameter following -geometry should be formatted as a
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standard X geometry specification. The effect of using this option
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is to change the GLUT initial size and initial position the same as
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if glutInitWindowSize or glutInitWindowPosition were
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called directly.
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.TP 8
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.B \-iconic
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Requests all top-level windows be created in an iconic state.
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.TP 8
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.B \-indirect
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Force the use of indirect OpenGL rendering contexts.
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.TP 8
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.B \-direct
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Force the use of direct OpenGL rendering contexts (not all GLX
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implementations support direct rendering contexts). A fatal error
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is generated if direct rendering is not supported by the OpenGL
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implementation.
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If neither -indirect or -direct are used to force a particular
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behavior, GLUT will attempt to use direct rendering if possible
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and otherwise fallback to indirect rendering.
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.TP 8
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.B \-gldebug
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After processing callbacks and/or events, check if there are any
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OpenGL errors by calling glGetError. If an error is reported,
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print out a warning by looking up the error code with
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gluErrorString. Using this option is helpful in detecting
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OpenGL run-time errors.
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.TP 8
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.B \-sync
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Enable synchronous X protocol transactions. This option makes it
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easier to track down potential X protocol errors.
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.SH AUTHOR
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Celestia has been written by Chris Laurel <claurel@www.shatters.net> and
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it's available under the terms and conditions of the GNU General Public
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License from http://celestia.sf.net/
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