This is an unofficial console mode compile of Povray
v2.2 to run on a Dec AXP150 running Windows NT 3.x.
It also includes the Harlequin patch which gives
two new pigments and two new normal patterns. The
pigments are HARLEQUIN and MILLEFIORI. The normal
patterns are FACETS and SCOOPS. See below on for
how to use them.

** BUGS **
I don't know enough C to fix these problems, so there won't
be a bug fix version available from me. The bugs currently
in this version are:
	The +D switch is completely disabled. Absolutely NO
	on-the-fly viewing of the image is available. (I'll
	talk to someone who knows how to fix it, though.

	Putting the camera directly above its look_at point
	causes a Dr Watson error. Just put the camera something
	like 0.000000001 to one side.

	The program crashes for unknown reasons in the middle
	of a trace sometimes. Especially when the new textures
	and normals are being used.

** NEW FEATURES **
The new effects are:
harlequin color_map{[..]} wildness <...> mortar <...> [is_2d] [taxi/euclid/fourth]
	  A sort of random tesselation with solid colors. By
	default it is made up of irregular polygons; setting wildness
	(see below) to 0 creates a randomly-colored checker texture.
	Harlequin uses a color_map, from which colors are randomly
	chosen. 
		EG: {[0.0 color Red] [0.5 color Red]
		     [0.5 color White] [1.0 color Black]}

	will make half the cells red, and the other half different shades
	of gray ranging from white to black.
	  How it's done: Take all the integer lattice points in space.
	Perturb them at random (the scale of this is called "wildness".
	Call these "centers". Divide space into regions so that each
	region contains the points closest to one specific center. Color
	the whole "nearest-neighbour region" (aka "Dirichlet domain",
	"Voronoi region", "Wigner-Seitz cell", etc...) one randomly-
	selected color.
	  Uses: Coarse granite. Camouflage greens (with a bit of turb-
	ulence.) Meadows (scale huge, use a greeny-brown color map and
	low wildness) Crazy paving. Abstract murals. Rough-hewn stonework
	(put a translucent layer with colors over a stone texture!)
	Conglomerate stones and some fancy marble (use a bit of turbulence.)

	  Modifiers (with sample values)

wildness 0.5
	  The more wildness, the further from their original cubical shape
	the cells are. Wildnesses over 1 may cause strange 'splintered'
	shapes. Wildnesses near 0 give near-cubical cells. The wildness
	may also be a vector. wildness<1,0,1> would give centers perturbed
	only in the x and z directions; thus the cells would look something
	like the cells of an irregular honeycomb, with vertical "walls" but
	random "roofs".

mortar 0.1
	  This puts a layer of "mortar" between the cells.
	Parameter = width of layer: so mortar 0.03 is very narrow, mortar 0.5
	very wide.  (Cells are of approximately unit size.) Default is 0.

mortar_colour White
	  Chooses the color of the mortar. White is the default. In a short-lived
	first release, color_map(0.0) was used - this was not very satisfactory,
	and created occasional "mortared-over" tiles.

is_2D
	  Uses only distances in the XY plane. Looks like an image map. Useful (a)
	because it runs faster, (b) because if you want to avoid big areas of
	mortar on a _flat_ surface, the 2d verson works better.  No parameter.

taxi
	  Uses taxicab metric d = |x1-y1| + |x2-y2| + |x3-y3| instead of Euclidean
	distance to compute the cells. Instead of boundaries at all angles, the
	cell boundaries are all planes with orientation <i,j,k> where i,j,k are
	taken from {-1,0,1}. The effect is zigzag boundaries. Try it...might look
	good for frost or something!

fourth
	  Uses the fourth root of the sum of fourth powers instead of Euclidean
	distance. It's somewhere in between the effects of the other two metrics.
	Good for masonry.

euclid
	  This is the default metric - you don't need to declare it. It's there just
	in case.

	Turbulence, scale, translate, etc: as usual!

millefiori color_map{[..]} wildness<...> [is_2d] [taxi/euclid/fourth].
	  Imagine getting a whole load of those gobstopper candies with layers of
	different colored sugar, then squeezing them together into a big solid mass.
	Or, to be less revolting, imaging fusing together many glass balls with
	concentric spheres of color. Now carve something out of the mass. Like spotted,
	but more polygonal. Uses a color_map in a fairly conventional way.
	  How it's done: Do the Dirichlet domain calculation. Don't worry about what
	the nearest center is. Rather, keep track of how much nearer you are to the
	nearest neighbour than to the second-nearest. Then use that as the index of a
	color-map. Note that if you use the same modifiers you get the same cell
	boundaries as in harlequin. Useful for layering textures.
	  Uses: Decorative "glass". Tortoise-shell. Convection cells in a cup of coffee.
	Cracks in mud. Roads seen from the air. Stones with "crazed" pattern. Snake scales.

	  Modifiers: Same as for harlequin, except for mortar, which has no effect.
	If you want mortar, just leave a one-color band of the desired width at the
	bottom end of the color_map:
		color_map{[0.0 color Mortarcolor]
			 [0.1 color Mortarcolor]
			 [0.1 color Othercolor] ...}

scoops 0.75 mortar 0.2 wildness<...> [is_2d] [taxi/euclid/fourth]
	  This is a normal modifier based on the Dirichlet cells. If the amount is
	positive, the middles of the cells appear to bulge out from the surface,
	creating the appearance of a cluster of fused nodules (or scoops of ice-cream!)
	If it's negative, the middles of the cells are 'sucked in', making a surface
	that appears to have been chipped or carved with an ice-cream scoop.
	  The scoop curvature is added to the existing curvature. Thus, if scoops -1/R
	is applied to a sphere of radius R, the scooping will (to second order) cancel
	the curvature of the sphere and it will appear faceted. However, most curved
	surfaces do not have uniform umbilic curvature at all points - so it won't facet
	them.
	  All modifiers from above apply. The "mortar" is a band at the edge of each
	cell which isn't scooped. Moreover, if the same set of modifiers is used, the
	cell boundaries will coincide - allowing colored bulges (stones?) in a flat
	mortar matrix. Typical amounts are from 0.1 to 1. Values much greater than 1
	get rather unrealistic - but interesting. Sort of like a brain.
	  Uses: Mostly strange. Try it on a mirrored sphere. Also, it ought to	make
	a pretty realistic raspberry! 

facets 0.1 wildness<...>
	  This is a real faceting operation. I haven't implemented variant metrics,
	though it could [should?] be done. It makes the surface of any curved object
	appear to be broken up into small poly-gonal facets. Think of mirror balls,
	or beaten copper. It works on anything, not just spheres. The amount corresponds
	to the size of the facets, proportional to the object. facets 0.01,on any size of
	convex body, will break it into on the rough order of 10,000 facets. facets 0.1
	will produce around 100 facets. Near 1, it gets rather unrealistic; larger
	values could crash. How it works: The original normal is itself a vector,
	lying on the unit sphere. Scale it by 1/amount - it's now on a big sphere.
	Find the Dirichlet center nearest it, and normalize that, to get the new normal.
	The effect is that all the points from a region on the surface now have the same
	normal - so they form a facet.
	  Uses: Beaten metal, irregular crystals, etc.