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authorDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
committerDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
commit25c5eac5e6ca1035db1eddd7bea9ac78531da57e (patch)
tree96377006bbfee75bcf0ce208c1ef89cbdfa5b803 /manuals/chickadee
parent5b2e467a7e5e2ffbb0cbbf2557283be891d8206b (diff)
Delete manuals!
Good riddance! These are hosted on files.dthompson.us now!
Diffstat (limited to 'manuals/chickadee')
-rw-r--r--manuals/chickadee/API-Reference.html109
-rw-r--r--manuals/chickadee/Agendas.html223
-rw-r--r--manuals/chickadee/Apache-2_002e0-License.html305
-rw-r--r--manuals/chickadee/Array-Lists.html179
-rw-r--r--manuals/chickadee/Audio-Files.html221
-rw-r--r--manuals/chickadee/Audio.html123
-rw-r--r--manuals/chickadee/Basics.html140
-rw-r--r--manuals/chickadee/Bezier-Curves.html161
-rw-r--r--manuals/chickadee/Buffers.html482
-rw-r--r--manuals/chickadee/Channels.html157
-rw-r--r--manuals/chickadee/Colors.html377
-rw-r--r--manuals/chickadee/Command-Line-Interface.html104
-rw-r--r--manuals/chickadee/Copying-This-Manual.html99
-rw-r--r--manuals/chickadee/Data-Structures.html109
-rw-r--r--manuals/chickadee/Easings.html171
-rw-r--r--manuals/chickadee/Fonts.html184
-rw-r--r--manuals/chickadee/Framebuffers.html147
-rw-r--r--manuals/chickadee/Getting-Started.html177
-rw-r--r--manuals/chickadee/Graphics.html145
-rw-r--r--manuals/chickadee/Grids.html214
-rw-r--r--manuals/chickadee/Heaps.html139
-rw-r--r--manuals/chickadee/Index.html1034
-rw-r--r--manuals/chickadee/Input-Devices.html156
-rw-r--r--manuals/chickadee/Installation.html107
-rw-r--r--manuals/chickadee/Invoking-chickadee-bundle.html219
-rw-r--r--manuals/chickadee/Invoking-chickadee-play.html239
-rw-r--r--manuals/chickadee/Kernel.html106
-rw-r--r--manuals/chickadee/Lights.html212
-rw-r--r--manuals/chickadee/Live-Coding.html133
-rw-r--r--manuals/chickadee/Math.html116
-rw-r--r--manuals/chickadee/Matrices.html409
-rw-r--r--manuals/chickadee/Meshes.html413
-rw-r--r--manuals/chickadee/Models.html167
-rw-r--r--manuals/chickadee/Particles.html252
-rw-r--r--manuals/chickadee/Path-Finding.html171
-rw-r--r--manuals/chickadee/Quadtrees.html222
-rw-r--r--manuals/chickadee/Quaternions.html137
-rw-r--r--manuals/chickadee/Queues.html133
-rw-r--r--manuals/chickadee/Rectangles.html330
-rw-r--r--manuals/chickadee/Render-Settings.html512
-rw-r--r--manuals/chickadee/Rendering-Engine.html176
-rw-r--r--manuals/chickadee/Requirements.html107
-rw-r--r--manuals/chickadee/Scripting.html118
-rw-r--r--manuals/chickadee/Scripts.html212
-rw-r--r--manuals/chickadee/Shaders.html405
-rw-r--r--manuals/chickadee/Skyboxes.html119
-rw-r--r--manuals/chickadee/Sources.html336
-rw-r--r--manuals/chickadee/Sprites.html233
-rw-r--r--manuals/chickadee/Textures.html297
-rw-r--r--manuals/chickadee/The-Environment.html152
-rw-r--r--manuals/chickadee/The-Game-Loop.html420
-rw-r--r--manuals/chickadee/The-Listener.html141
-rw-r--r--manuals/chickadee/Tile-Maps.html366
-rw-r--r--manuals/chickadee/Tweening.html123
-rw-r--r--manuals/chickadee/Vector-Paths.html462
-rw-r--r--manuals/chickadee/Vectors.html351
-rw-r--r--manuals/chickadee/Viewports.html163
-rw-r--r--manuals/chickadee/Window-Manipulation.html190
-rw-r--r--manuals/chickadee/index.html267
59 files changed, 0 insertions, 13672 deletions
diff --git a/manuals/chickadee/API-Reference.html b/manuals/chickadee/API-Reference.html
deleted file mode 100644
index 4b69116..0000000
--- a/manuals/chickadee/API-Reference.html
+++ /dev/null
@@ -1,109 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>API Reference (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="API Reference (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="API Reference (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="index.html" rel="up" title="Top" />
-<link href="Kernel.html" rel="next" title="Kernel" />
-<link href="Live-Coding.html" rel="prev" title="Live Coding" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="API-Reference"></span><div class="header">
-<p>
-Next: <a href="Copying-This-Manual.html" accesskey="n" rel="next">Copying This Manual</a>, Previous: <a href="Live-Coding.html" accesskey="p" rel="prev">Live Coding</a>, Up: <a href="index.html" accesskey="u" rel="up">Top</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="API-Reference-1"></span><h2 class="chapter">5 API Reference</h2>
-
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Kernel.html" accesskey="1">Kernel</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">The fundamental components.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Math.html" accesskey="2">Math</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Vectors, matrices, bounding boxes, and more.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Graphics.html" accesskey="3">Graphics</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">2D and 3D rendering.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Audio.html" accesskey="4">Audio</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Make some noise.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Scripting.html" accesskey="5">Scripting</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Bringing the game world to life.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Data-Structures.html" accesskey="6">Data Structures</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Queues, heaps, spatial partitioning, and more.
-</td></tr>
-</table>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Agendas.html b/manuals/chickadee/Agendas.html
deleted file mode 100644
index 51be160..0000000
--- a/manuals/chickadee/Agendas.html
+++ /dev/null
@@ -1,223 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Agendas (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Agendas (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Agendas (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Scripting.html" rel="up" title="Scripting" />
-<link href="Scripts.html" rel="next" title="Scripts" />
-<link href="Scripting.html" rel="prev" title="Scripting" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Agendas"></span><div class="header">
-<p>
-Next: <a href="Scripts.html" accesskey="n" rel="next">Scripts</a>, Up: <a href="Scripting.html" accesskey="u" rel="up">Scripting</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Agendas-1"></span><h4 class="subsection">5.5.1 Agendas</h4>
-
-<p>To schedule a task to be performed later, an &ldquo;agenda&rdquo; is used.
-There is a default, global agenda that is ready to be used, or
-additional agendas may be created for different purposes. The
-following example prints the text &ldquo;hello&rdquo; when the agenda has
-advanced to time unit 10.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">at</span> <span class="syntax-symbol">10</span> <span class="syntax-open">(</span><span class="syntax-symbol">display</span> <span class="syntax-string">"hello\n"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>Most of the time it is more convenient to schedule tasks relative to
-the current time. This is where <code>after</code> comes in handy:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">after</span> <span class="syntax-symbol">10</span> <span class="syntax-open">(</span><span class="syntax-symbol">display</span> <span class="syntax-string">"hello\n"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>Time units in the agenda are in no way connected to real time. It&rsquo;s
-up to the programmer to decide what agenda time means. A simple and
-effective approach is to map each call of the update procedure
-(see <a href="Kernel.html">Kernel</a>) to 1 unit of agenda time, like so:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">update</span> <span class="syntax-symbol">dt</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">update-agenda</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>It is important to call <code>update-agenda</code> periodically, otherwise
-no tasks will ever be run!
-</p>
-<p>In addition to using the global agenda, it is useful to have multiple
-agendas for different purposes. For example, the game world can use a
-different agenda than the user interface, so that pausing the game is
-a simple matter of not updating the world&rsquo;s agenda while continuing to
-update the user interface&rsquo;s agenda. The current agenda is dynamically
-scoped and can be changed using the <code>with-agenda</code> special form:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">game-world-agenda</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-agenda</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-symbol">with-agenda</span> <span class="syntax-symbol">game-world-agenda</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">at</span> <span class="syntax-symbol">60</span> <span class="syntax-open">(</span><span class="syntax-symbol">spawn-goblin</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">at</span> <span class="syntax-symbol">120</span> <span class="syntax-open">(</span><span class="syntax-symbol">spawn-goblin</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">at</span> <span class="syntax-symbol">240</span> <span class="syntax-open">(</span><span class="syntax-symbol">spawn-goblin-king</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<dl>
-<dt id="index-make_002dagenda">Procedure: <strong>make-agenda</strong></dt>
-<dd><p>Return a new task scheduler.
-</p></dd></dl>
-
-<dl>
-<dt id="index-agenda_003f">Procedure: <strong>agenda?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is an agenda.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dagenda">Procedure: <strong>current-agenda</strong></dt>
-<dt id="index-current_002dagenda-1">Procedure: <strong>current-agenda</strong> <em>agenda</em></dt>
-<dd><p>When called with no arguments, return the current agenda. When called
-with one argument, set the current agenda to <var>agenda</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-with_002dagenda">Syntax: <strong>with-agenda</strong> <em>agenda body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> with the current agenda set to <var>agenda</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-agenda_002dtime">Procedure: <strong>agenda-time</strong></dt>
-<dd><p>Return the current agenda time.
-</p></dd></dl>
-
-<dl>
-<dt id="index-update_002dagenda">Procedure: <strong>update-agenda</strong> <em>dt</em></dt>
-<dd><p>Advance the current agenda by <var>dt</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-schedule_002dat">Procedure: <strong>schedule-at</strong> <em>time thunk</em></dt>
-<dd><p>Schedule <var>thunk</var>, a procedure of zero arguments, to be run at
-<var>time</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-schedule_002dafter">Procedure: <strong>schedule-after</strong> <em>delay thunk</em></dt>
-<dd><p>Schedule <var>thunk</var>, a procedure of zero arguments, to be run after
-<var>delay</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-schedule_002devery">Procedure: <strong>schedule-every</strong> <em>interval thunk [n]</em></dt>
-<dd><p>Schedule <var>thunk</var>, a procedure of zero arguments, to be run every
-<var>interval</var> amount of time. Repeat this <var>n</var> times, or
-indefinitely if not specified.
-</p></dd></dl>
-
-<dl>
-<dt id="index-at">Syntax: <strong>at</strong> <em>time body &hellip;</em></dt>
-<dd><p>Schedule <var>body</var> to be evaluated at <var>time</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-after">Syntax: <strong>after</strong> <em>delay body &hellip;</em></dt>
-<dd><p>Schedule <var>body</var> to be evaluated after <var>delay</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-every">Syntax: <strong>every</strong> <em>interval body &hellip;</em></dt>
-<dt id="index-every-1">Syntax: <strong>every</strong> <em>(interval n) body &hellip;</em></dt>
-<dd><p>Schedule <var>body</var> to be evaluated every <var>interval</var> amount of
-time. Repeat this <var>n</var> times, or indefinitely if not specified.
-</p></dd></dl>
-
-<p>It is also possible to schedule things that are not dependent on how
-much time passes. The agenda will periodically poll to see if any
-registered conditions are met.
-</p>
-<dl>
-<dt id="index-call_002dwhen">Procedure: <strong>call-when</strong> <em>pred thunk</em></dt>
-<dd><p>Call <var>thunk</var> sometime in the future when <var>pred</var> is satisfied
-(returns a value other than <code>#f</code>.)
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Scripts.html" accesskey="n" rel="next">Scripts</a>, Up: <a href="Scripting.html" accesskey="u" rel="up">Scripting</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Apache-2_002e0-License.html b/manuals/chickadee/Apache-2_002e0-License.html
deleted file mode 100644
index 361c858..0000000
--- a/manuals/chickadee/Apache-2_002e0-License.html
+++ /dev/null
@@ -1,305 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Apache 2.0 License (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Apache 2.0 License (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Apache 2.0 License (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Copying-This-Manual.html" rel="up" title="Copying This Manual" />
-<link href="Index.html" rel="next" title="Index" />
-<link href="Copying-This-Manual.html" rel="prev" title="Copying This Manual" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
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diff --git a/manuals/chickadee/Array-Lists.html b/manuals/chickadee/Array-Lists.html
deleted file mode 100644
index ca30f16..0000000
--- a/manuals/chickadee/Array-Lists.html
+++ /dev/null
@@ -1,179 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Array Lists (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Array Lists (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Array Lists (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Data-Structures.html" rel="up" title="Data Structures" />
-<link href="Queues.html" rel="next" title="Queues" />
-<link href="Data-Structures.html" rel="prev" title="Data Structures" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
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- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
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- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Array-Lists"></span><div class="header">
-<p>
-Next: <a href="Queues.html" accesskey="n" rel="next">Queues</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Array-Lists-1"></span><h4 class="subsection">5.6.1 Array Lists</h4>
-
-<p>The <code>(chickadee data array-list)</code> module provides an array/vector
-that dynamically expands to hold all of the data that is added to it.
-It is named after the <code>ArrayList</code> class in Java.
-</p>
-<p>In addition to being used as a dynamic vector, it can also be used as
-a stack via the <code>array-list-push!</code> and <var>array-list-pop!</var>
-procedures.
-</p>
-<dl>
-<dt id="index-make_002darray_002dlist">Procedure: <strong>make-array-list</strong> <em>[initial-capacity]</em></dt>
-<dd><p>Return a new empty array list with an initial capacity of
-<var>initial-capacity</var>, or 32 by default.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist">Procedure: <strong>array-list</strong> <em>items ...</em></dt>
-<dd><p>Return a new array list with <var>items</var> in it.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_003f">Procedure: <strong>array-list?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is an array list.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dempty_003f">Procedure: <strong>array-list-empty?</strong> <em>array-list</em></dt>
-<dd><p>Return <code>#t</code> if <var>array-list</var> is empty.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dsize">Procedure: <strong>array-list-size</strong> <em>array-list</em></dt>
-<dd><p>Return the current size of <var>array-list</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dref">Procedure: <strong>array-list-ref</strong> <em>array-list i</em></dt>
-<dd><p>Return the item in <var>array-list</var> at index <var>i</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dset_0021">Procedure: <strong>array-list-set!</strong> <em>array-list i value</em></dt>
-<dd><p>Set the value in <var>array-list</var> at index <var>i</var> to <var>value</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dpush_0021">Procedure: <strong>array-list-push!</strong> <em>array-list item</em></dt>
-<dd><p>Append <var>item</var> to <var>array-list</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dpop_0021">Procedure: <strong>array-list-pop!</strong> <em>array-list</em></dt>
-<dd><p>Remove and return the last object in <var>array-list</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002ddelete_0021">Procedure: <strong>array-list-delete!</strong> <em>array-list item [#:equal? equal?] [#:fast? #f]</em></dt>
-<dd><p>Delete <var>item</var> from <var>array-list</var>. Use <var>equal?</var> as the
-equivalence predicate, which defaults to Guile&rsquo;s <code>equal?</code>
-procedure. By default, deletion preserves the order of the array, but
-takes linear time in the worst case. If <var>fast?</var> is <code>#t</code> then
-<var>item</var> will deleted in constant time, but order is not preserved.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dclear_0021">Procedure: <strong>array-list-clear!</strong> <em>array-list</em></dt>
-<dd><p>Remove all items from <var>array-list</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dfor_002deach">Procedure: <strong>array-list-for-each</strong> <em>proc array-list</em></dt>
-<dd><p>Apply <var>proc</var> with each item in <var>array-list</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-array_002dlist_002dfold">Procedure: <strong>array-list-fold</strong> <em>proc init array-list</em></dt>
-<dd><p>Apply <var>proc</var> to all items in <var>array-list</var> to build a result and
-return that result. <var>init</var> is the initial result. If there are
-no objects in the vicinity of <var>rect</var>, just <var>init</var> is returned.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Queues.html" accesskey="n" rel="next">Queues</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Audio-Files.html b/manuals/chickadee/Audio-Files.html
deleted file mode 100644
index a4d7994..0000000
--- a/manuals/chickadee/Audio-Files.html
+++ /dev/null
@@ -1,221 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Audio Files (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Audio Files (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Audio Files (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Audio.html" rel="up" title="Audio" />
-<link href="Sources.html" rel="next" title="Sources" />
-<link href="Audio.html" rel="prev" title="Audio" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Audio-Files"></span><div class="header">
-<p>
-Next: <a href="Sources.html" accesskey="n" rel="next">Sources</a>, Up: <a href="Audio.html" accesskey="u" rel="up">Audio</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Audio-Files-1"></span><h4 class="subsection">5.4.1 Audio Files</h4>
-
-<p>Sound data is represented by a special <code>&lt;audio&gt;</code> data type that
-stores not only the audio samples themselves, but metadata such as
-sample rate, number of channels, and how many bits are used for each
-sample.
-</p>
-<dl>
-<dt id="index-load_002daudio">Procedure: <strong>load-audio</strong> <em>file-name [#:mode <code>static</code>]</em></dt>
-<dd><p>Load audio within <var>file-name</var>. The following file formats are
-currently supported:
-</p>
-<ul>
-<li> WAV
-</li><li> MP3
-</li><li> Ogg Vorbis
-</li></ul>
-
-<p>Audio files can be loaded in two different ways, as indicated by
-<var>mode</var>:
-</p>
-<ul>
-<li> static:
-Load the entire audio file into memory.
-</li><li> stream:
-Load chunks of the audio file as needed.
-</li></ul>
-
-<p>Generally speaking, sound effects don&rsquo;t take up much space and should
-be loaded statically, but music files are much larger and should use
-streaming. Static loading is the default.
-</p></dd></dl>
-
-<dl>
-<dt id="index-audio_003f">Procedure: <strong>audio?</strong> <em><var>obj</var></em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is an audio object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-streaming_002daudio_003f">Procedure: <strong>streaming-audio?</strong> <em><var>audio</var></em></dt>
-<dd><p>Return <code>#t</code> if <var>audio</var> uses stream loading.
-</p></dd></dl>
-
-<dl>
-<dt id="index-static_002daudio_003f">Procedure: <strong>static-audio?</strong></dt>
-<dd><p>Return <code>#t</code> if <var>audio</var> uses static loading.
-</p></dd></dl>
-
-<dl>
-<dt id="index-audio_002dmode">Procedure: <strong>audio-mode</strong> <em>audio</em></dt>
-<dd><p>Return the loading mode for <var>audio</var>, either <code>static</code> or
-<code>stream</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-audio_002dduration">Procedure: <strong>audio-duration</strong> <em>audio</em></dt>
-<dd><p>Return the duration of <var>audio</var> in seconds.
-</p></dd></dl>
-
-<dl>
-<dt id="index-audio_002dbits_002dper_002dsample">Procedure: <strong>audio-bits-per-sample</strong> <em>audio</em></dt>
-<dd><p>Return the number of bits per sample in <var>audio</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-audio_002dchannels">Procedure: <strong>audio-channels</strong> <em>audio</em></dt>
-<dd><p>Return the number of channels in <var>audio</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-audio_002dsample_002drate">Procedure: <strong>audio-sample-rate</strong> <em>audio</em></dt>
-<dd><p>Return the sample rate of <var>audio</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-audio_002dplay">Procedure: <strong>audio-play</strong> <em>audio [#:pitch 1.0] [#:volume 1.0] [#:min-volume 0.0] [#:max-volume 1.0] [#:max-distance] [#:reference-distance 0.0] [#:rolloff-factor 1.0] [#:cone-outer-volume 0.0] [#:cone-inner-angle 0.0] [#:cone-outer-angle] [#:position <code>(vec3 0.0 0.0 0.0)</code>] [#:velocity <code>(vec3 0.0 0.0 0.0)</code>] [#:direction <code>(vec3 0.0 0.0 0.0)</code>] [#:relative? <code>#f</code>]</em></dt>
-<dd>
-<p>Play <var>audio</var>. There are many, many knobs to tweak that will
-affect the sound that comes out of the player&rsquo;s speakers.:
-</p>
-<ul>
-<li> <var>pitch</var>:
-Pitch multiplier. The default value of 1.0 means no change in pitch.
-</li><li> <var>volume</var>:
-Volume multiplier. The default value of 1.0 means no change in volume.
-</li><li> <var>min-volume</var>:
-Minimum volume.
-</li><li> <var>max-volume</var>:
-Maximum volume.
-</li><li> <var>max-distance</var>:
-Used with the inverse clamped distance model (the default model) to
-set the distance where there will no longer be any attenuation of the
-source.
-</li><li> <var>reference-distance</var>:
-The distance where the volume for the audio would drop by half (before
-being influenced by the rolloff factor or maximum distance.)
-</li><li> <var>rolloff-factor</var>:
-For slowing down or speeding up the rate of attenuation. The default
-of 1.0 means no attenuation adjustment is made.
-</li><li> <var>cone-outer-volume</var>:
-The volume when outside the oriented cone.
-</li><li> <var>cone-inner-angle</var>:
-Inner angle of the sound cone, in radians. The default value is 0.
-</li><li> <var>cone-outer-angle</var>:
-Outer angle of the sound cone, in radians. The default value is 2pi
-radians, or 360 degrees.
-</li><li> <var>position</var>:
-The source of the sound emitter in 3D space.
-</li><li> <var>velocity</var>:
-The velocity of the sound emitter in 3D space.
-</li><li> <var>direction</var>:
-The direction of the sound emitter in 3D space.
-</li><li> <var>relative?</var>:
-A flag that determines whether the position is in absolute coordinates
-or relative to the listener&rsquo;s location. Absolute coordinates are used
-by default.
-</li></ul>
-
-<p>For games with basic sound needs (that is to say they don&rsquo;t need 3D
-sound modeling), the only things that really matter are <var>volume</var>
-and <var>pitch</var>.
-</p>
-</dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Sources.html" accesskey="n" rel="next">Sources</a>, Up: <a href="Audio.html" accesskey="u" rel="up">Audio</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Audio.html b/manuals/chickadee/Audio.html
deleted file mode 100644
index 8f167d0..0000000
--- a/manuals/chickadee/Audio.html
+++ /dev/null
@@ -1,123 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Audio (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Audio (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Audio (The Chickadee Game Toolkit)" />
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-<link href="API-Reference.html" rel="up" title="API Reference" />
-<link href="Audio-Files.html" rel="next" title="Audio Files" />
-<link href="Rendering-Engine.html" rel="prev" title="Rendering Engine" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
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-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
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-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Audio"></span><div class="header">
-<p>
-Next: <a href="Scripting.html" accesskey="n" rel="next">Scripting</a>, Previous: <a href="Graphics.html" accesskey="p" rel="prev">Graphics</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Audio-1"></span><h3 class="section">5.4 Audio</h3>
-
-<p>A game isn&rsquo;t complete without sound. Most games play some cool
-background music to set the mood and have many sound effects to play
-when events happen. The <code>(chickadee audio)</code> module provides a
-robust audio API backed by the OpenAL 3D audio system.
-</p>
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Audio-Files.html" accesskey="1">Audio Files</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Not audiophiles.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Sources.html" accesskey="2">Sources</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Audio emitters.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="The-Listener.html" accesskey="3">The Listener</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">The player&rsquo;s ears.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="The-Environment.html" accesskey="4">The Environment</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Global sound model settings.
-</td></tr>
-</table>
-
-<p>The basics of playing audio are very simple. Just load an audio file
-in the load hook (or anywhere else once the game loop is running) and
-play it!
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">sample</span> <span class="syntax-open">(</span><span class="syntax-symbol">load-audio</span> <span class="syntax-string">"neat-sound-effect.wav"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-symbol">audio-play</span> <span class="syntax-symbol">sample</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>For more advanced usage, check out the full API reference in the
-following sections.
-</p>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Basics.html b/manuals/chickadee/Basics.html
deleted file mode 100644
index c968a8c..0000000
--- a/manuals/chickadee/Basics.html
+++ /dev/null
@@ -1,140 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Basics (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Basics (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Basics (The Chickadee Game Toolkit)" />
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-<link href="Math.html" rel="up" title="Math" />
-<link href="Vectors.html" rel="next" title="Vectors" />
-<link href="Math.html" rel="prev" title="Math" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Basics"></span><div class="header">
-<p>
-Next: <a href="Vectors.html" accesskey="n" rel="next">Vectors</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Basics-1"></span><h4 class="subsection">5.2.1 Basics</h4>
-
-<dl>
-<dt id="index-pi">Variable: <strong>pi</strong></dt>
-<dd><p>An essential constant for all trigonometry. Pi is the ratio of a
-circle&rsquo;s circumferences to its diameter. Since pi is an irrational
-number, the <var>pi</var> in Chickadee is a mere floating point
-approximation that is &ldquo;good enough.&rdquo;
-</p></dd></dl>
-
-<dl>
-<dt id="index-pi_002f2">Variable: <strong>pi/2</strong></dt>
-<dd><p>Half of <var>pi</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tau">Variable: <strong>tau</strong></dt>
-<dd><p>Twice <var>pi</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cotan">Procedure: <strong>cotan</strong> <em>z</em></dt>
-<dd><p>Return the cotangent of <var>z</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-clamp">Procedure: <strong>clamp</strong> <em>min max x</em></dt>
-<dd><p>Restrict <var>x</var> to the inclusive range defined by <var>min</var> and
-<var>max</var>. This procedure assumes that <var>min</var> is actually less
-than <var>max</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-lerp">Procedure: <strong>lerp</strong> <em>start end alpha</em></dt>
-<dd><p>Linearly interpolate the numbers <var>start</var> and <var>end</var> using the
-factor <var>alpha</var>, a number in the range [0, 1].
-</p></dd></dl>
-
-<dl>
-<dt id="index-degrees_002d_003eradians">Procedure: <strong>degrees-&gt;radians</strong> <em>degrees</em></dt>
-<dd><p>Convert <var>degrees</var> to radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-radians_002d_003edegrees">Procedure: <strong>radians-&gt;degrees</strong> <em>radians</em></dt>
-<dd><p>Convert <var>radians</var> to degrees.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Bezier-Curves.html b/manuals/chickadee/Bezier-Curves.html
deleted file mode 100644
index 8935b0f..0000000
--- a/manuals/chickadee/Bezier-Curves.html
+++ /dev/null
@@ -1,161 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Bezier Curves (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Bezier Curves (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Bezier Curves (The Chickadee Game Toolkit)" />
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-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Math.html" rel="up" title="Math" />
-<link href="Graphics.html" rel="next" title="Graphics" />
-<link href="Easings.html" rel="prev" title="Easings" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Bezier-Curves"></span><div class="header">
-<p>
-Previous: <a href="Easings.html" accesskey="p" rel="prev">Easings</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Bezier-Curves-1"></span><h4 class="subsection">5.2.7 Bezier Curves</h4>
-
-<p>The <code>(chickadee math bezier)</code> module provides an API for
-describing cubic Bezier curves in 2D space. These curves are notably
-used in font description, vector graphics programs, and when it comes
-to games: path building. With Bezier curves, it&rsquo;s somewhat easy to
-create a smooth looking path for an enemy to move along, for example.
-Bezier curves become particularly interesting when they are chained
-together to form a Bezier &ldquo;path&rdquo;, where the end point of one curve
-becomes the starting point of the next.
-</p>
-<dl>
-<dt id="index-make_002dbezier_002dcurve">Procedure: <strong>make-bezier-curve</strong> <em>p0 p1 p2 p3</em></dt>
-<dd><p>Return a new Bezier curve object whose starting point is <var>p0</var>,
-ending point is <var>p3</var>, and control points are <var>p1</var> and
-<var>p2</var>. All points are 2D vectors.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dcurve_003f">Procedure: <strong>bezier-curve?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a Bezier curve.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dcurve_002dp0">Procedure: <strong>bezier-curve-p0</strong> <em>bezier</em></dt>
-<dd><p>Return the starting point of <var>bezier</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dcurve_002dp1">Procedure: <strong>bezier-curve-p1</strong> <em>bezier</em></dt>
-<dd><p>Return the first control point of <var>bezier</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dcurve_002dp2">Procedure: <strong>bezier-curve-p2</strong> <em>bezier</em></dt>
-<dd><p>Return the second control point of <var>bezier</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dcurve_002dp3">Procedure: <strong>bezier-curve-p3</strong> <em>bezier</em></dt>
-<dd><p>Return the end point of <var>bezier</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dpath">Procedure: <strong>bezier-path</strong> <em>. control-points</em></dt>
-<dd><p>Return a list of connected bezier curves defined by
-<var>control-points</var>. The first curve is defined by the first 4
-arguments and every additional curve thereafter requires 3 additional
-arguments.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dcurve_002dpoint_002dat">Procedure: <strong>bezier-curve-point-at</strong> <em>bezier t</em></dt>
-<dd><p>Return the coordinates for <var>bezier</var> at <var>t</var> (a value in the
-range [0, 1] representing how far from the start of the curve to
-check) as a 2D vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dcurve_002dpoint_002dat_0021">Procedure: <strong>bezier-curve-point-at!</strong> <em>dest bezier t</em></dt>
-<dd><p>Modify the 2D vector <var>dest</var> in-place to contain the coordinates
-for <var>bezier</var> at <var>t</var>.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Previous: <a href="Easings.html" accesskey="p" rel="prev">Easings</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Buffers.html b/manuals/chickadee/Buffers.html
deleted file mode 100644
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@@ -1,482 +0,0 @@
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-
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-</head>
-
-<body lang="en">
-<span id="Buffers"></span><div class="header">
-<p>
-Next: <a href="Shaders.html" accesskey="n" rel="next">Shaders</a>, Previous: <a href="Meshes.html" accesskey="p" rel="prev">Meshes</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Buffers-1"></span><h4 class="subsection">5.3.12 Buffers</h4>
-
-<p>Alright, let&rsquo;s brush aside all of those pretty high level abstractions
-and discuss what is going on under the hood. The GPU exists as a
-discrete piece of hardware separate from the CPU. In order to make it
-draw things, we must ship lots of data out of our memory space and
-into the GPU. The <code>(chickadee graphics buffer</code>) module provides an
-API for manipulating GPU buffers.
-</p>
-<p>In OpenGL terminology, a chunk of data allocated on the GPU is a
-&ldquo;vertex buffer object&rdquo; or VBO. For example, here is a bytevector
-that could be transformed into a GPU buffer that packs together vertex
-position and texture coordinates:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">use-modules</span> <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">graphics</span> <span class="syntax-symbol">buffer</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">srfi</span> <span class="syntax-symbol">srfi-4</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">data</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">f32vector</span> <span class="syntax-symbol">-8.0</span> <span class="syntax-symbol">-8.0</span> <span class="syntax-comment">; 2D vertex
-</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-comment">; 2D texture coordinate
-</span> <span class="syntax-symbol">8.0</span> <span class="syntax-symbol">-8.0</span> <span class="syntax-comment">; 2D vertex
-</span> <span class="syntax-symbol">1.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-comment">; 2D texture coordinate
-</span> <span class="syntax-symbol">8.0</span> <span class="syntax-symbol">8.0</span> <span class="syntax-comment">; 2D vertex
-</span> <span class="syntax-symbol">1.0</span> <span class="syntax-symbol">1.0</span> <span class="syntax-comment">; 2D texture coordinate
-</span> <span class="syntax-symbol">-8.0</span> <span class="syntax-symbol">8.0</span> <span class="syntax-comment">; 2D vertex
-</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">1.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span> <span class="syntax-comment">; 2D texture coordinate
-</span></pre></div>
-
-<p>This data represents a textured 16x16 square centered on the
-origin. To send this data to the GPU, the <code>make-buffer</code> procedure
-is needed:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">buffer</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-buffer</span> <span class="syntax-symbol">data</span> <span class="syntax-keyword">#:stride</span> <span class="syntax-symbol">16</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>The <code>#:stride</code> keyword argument indicates how many bytes make up
-each element of the buffer. In this case, there are 4 floats per
-element: 2 for the vertex, and 2 for the texture coordinate. A 32-bit
-float is 4 bytes in length, so the buffer&rsquo;s stride is 16.
-</p>
-<p>Within a VBO, one or more &ldquo;attributes&rdquo;, as OpenGL calls them, may be
-present. Attributes are subregions within the buffer that have a
-particular data type. In this case, there are two attributes packed
-into the buffer. To define vertex attributes, the
-<code>make-vertex-attribute</code> procedure is needed:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">vertices</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-attribute</span> <span class="syntax-keyword">#:buffer</span> <span class="syntax-symbol">buffer</span>
- <span class="syntax-keyword">#:type</span> <span class="syntax-symbol">'vec2</span>
- <span class="syntax-keyword">#:component-type</span> <span class="syntax-symbol">'float</span>
- <span class="syntax-keyword">#:length</span> <span class="syntax-symbol">4</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">texcoords</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-attribute</span> <span class="syntax-keyword">#:buffer</span> <span class="syntax-symbol">buffer</span>
- <span class="syntax-keyword">#:type</span> <span class="syntax-symbol">'vec2</span>
- <span class="syntax-keyword">#:component-type</span> <span class="syntax-symbol">'float</span>
- <span class="syntax-keyword">#:length</span> <span class="syntax-symbol">4</span>
- <span class="syntax-keyword">#:offset</span> <span class="syntax-symbol">8</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>To render a square, the GPU needs to draw two triangles, which means
-we need 6 vertices in total. However, the above buffer only contains
-data for 4 vertices. This is because there are only 4 unique vertices
-for a square, but 2 of them must be repeated for each triangle. To
-work with deduplicated vertex data, an &ldquo;index buffer&rdquo; must be
-created.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">index-buffer</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-buffer</span> <span class="syntax-open">(</span><span class="syntax-symbol">u32vector</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">3</span> <span class="syntax-symbol">2</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">2</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span>
- <span class="syntax-keyword">#:target</span> <span class="syntax-symbol">'index</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">indices</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-attribute</span> <span class="syntax-keyword">#:type</span> <span class="syntax-symbol">'scalar</span>
- <span class="syntax-keyword">#:component-type</span> <span class="syntax-symbol">'unsigned-int</span>
- <span class="syntax-keyword">#:buffer</span> <span class="syntax-symbol">index-buffer</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>Note the use of the <code>#:target</code> keyword argument. It is required
-because the GPU treats index data in a special way and must be told
-which data is index data.
-</p>
-<p>Now that the vertex attributes have been created, all that&rsquo;s left is
-to bind them all together in a vertex array. Vertex arrays associate
-each vertex attribute with an attribute index on the GPU. The indices
-that are chosen must correspond with the indices that the shader
-(see <a href="Shaders.html">Shaders</a>) expects for each attribute.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">vertex-array</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-array</span> <span class="syntax-keyword">#:indices</span> <span class="syntax-symbol">indices</span>
- <span class="syntax-keyword">#:attributes</span> <span class="syntax-symbol">`</span><span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">0</span> <span class="syntax-symbol">.</span> <span class="syntax-symbol">,vertices</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">1</span> <span class="syntax-symbol">.</span> <span class="syntax-symbol">,texcoords</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>With the vertex array created, the GPU is now fully aware of how to
-interpret the data that it has been given in the original buffer.
-Actually rendering this square is left as an exercise to the reader.
-See the <a href="Shaders.html">Shaders</a> section and the <code>shader-apply</code> procedure in
-<a href="Rendering-Engine.html">Rendering Engine</a> for the remaining pieces of a successful draw
-call. Additionally, consider reading the source code for sprites,
-shapes, or particles to see GPU buffers in action.
-</p>
-<p>Without further ado, the API reference:
-</p>
-<dl>
-<dt id="index-make_002dbuffer">Procedure: <strong>make-buffer</strong> <em>data [#:name "anonymous"] [#:length] [#:offset 0] [#:stride 0] [#:target <code>vertex</code>] [#:usage <code>static</code>]</em></dt>
-<dd>
-<p>Upload <var>data</var>, a bytevector, to the GPU. By default, the entire
-bytevector is uploaded. A subset of the data may be uploaded by
-specifying the <var>offset</var>, the index of the first byte to be
-uploaded, and <var>length</var>, the number of bytes to upload.
-</p>
-<p>If <var>data</var> is <code>#f</code>, allocate <var>length</var> bytes of fresh GPU
-memory instead.
-</p>
-<p><var>target</var> and <var>usage</var> are hints that tell the GPU how the
-buffer is intended to be used.
-</p>
-<p><var>target</var> may be:
-</p>
-<ul>
-<li> <code>vertex</code>
-Vertex attribute data.
-
-</li><li> <code>index</code>
-Index buffer data.
-
-</li></ul>
-
-<p><var>usage</var> may be:
-</p>
-<ul>
-<li> <code>static</code>
-The buffer data will not be modified after creation.
-
-</li><li> <code>stream</code>
-The buffer data will be modified frequently.
-
-</li></ul>
-
-<p><var>name</var> is simply an arbitrary string for debugging purposes that
-is never sent to the GPU.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_003f">Procedure: <strong>buffer?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a GPU buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-index_002dbuffer_003f">Procedure: <strong>index-buffer?</strong> <em>buffer</em></dt>
-<dd><p>Return <code>#t</code> if <var>buffer</var> is an index buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-null_002dbuffer">Variable: <strong>null-buffer</strong></dt>
-<dd><p>Represents the absence of a buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dname">Procedure: <strong>buffer-name</strong> <em>buffer</em></dt>
-<dd><p>Return the name of <var>buffer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dlength">Procedure: <strong>buffer-length</strong> <em>buffer</em></dt>
-<dd><p>Return the length of <var>buffer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dstride">Procedure: <strong>buffer-stride</strong> <em>buffer</em></dt>
-<dd><p>Return the amount of space, in bytes, between each element in
-<var>buffer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dtarget">Procedure: <strong>buffer-target</strong> <em>buffer</em></dt>
-<dd><p>Return the the intended usage of <var>buffer</var>, either <code>vertex</code> or
-<code>index</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002dusage">Procedure: <strong>buffer-usage</strong> <em>buffer</em></dt>
-<dd><p>Return the intended usage of <var>buffer</var>, either <code>static</code> for
-buffer data that will not change once sent to the GPU, or
-<code>stream</code> for buffer data that will be frequently updated from the
-client-side.
-</p></dd></dl>
-
-<dl>
-<dt id="index-buffer_002ddata">Procedure: <strong>buffer-data</strong> <em>buffer</em></dt>
-<dd><p>Return a bytevector containing all the data within <var>buffer</var>. If
-<var>buffer</var> has not been mapped (see <code>with-mapped-buffer</code>) then
-this procedure will return <code>#f</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-with_002dmapped_002dbuffer">Syntax: <strong>with-mapped-buffer</strong> <em>buffer body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> in the context of <var>buffer</var> having its data
-synced from GPU memory to RAM. In this context, <code>buffer-data</code>
-will return a bytevector of all the data stored in <var>buffer</var>. When
-program execution exits this form, the data (including any
-modifications) is synced back to the GPU.
-</p>
-<dl>
-<dt id="index-current_002dbuffer">Procedure: <strong>current-buffer</strong></dt>
-<dd><p>Return the current buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003abuffer">Variable: <strong>g:buffer</strong></dt>
-<dd><p>Render state for buffers (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<p>This form is useful for streaming buffers that need to update their
-contents dynamically, such as a sprite batch.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dvertex_002dattribute">Procedure: <strong>make-vertex-attribute</strong> <em>#:buffer #:type #:component-type #:length [#:offset <code>0</code>] [#:divisor <code>1</code>] [#:name <code>"anonymous"</code>]</em></dt>
-<dd>
-<p>Return a new vertex attribute for <var>buffer</var> starting at byte index
-<var>offset</var> of <var>length</var> elements, where each element is of
-<var>type</var> and composed of <var>component-type</var> values.
-</p>
-<p>Valid values for <var>type</var> are:
-</p>
-<ul>
-<li> <code>scalar</code>
-single number
-
-</li><li> <code>vec2</code>
-2D vector
-
-</li><li> <code>vec3</code>
-3D vector
-
-</li><li> <code>vec4</code>
-4D vector
-
-</li><li> <code>mat2</code>
-2x2 matrix
-
-</li><li> <code>mat3</code>
-3x3 matrix
-
-</li><li> <code>mat4</code>
-4x4 matrix
-</li></ul>
-
-<p>Valid values for <var>component-type</var> are:
-</p>
-<ul>
-<li> <code>byte</code>
-</li><li> <code>unsigned-byte</code>
-</li><li> <code>short</code>
-</li><li> <code>unsigned-short</code>
-</li><li> <code>int</code>
-</li><li> <code>unsigned-int</code>
-</li><li> <code>float</code>
-</li><li> <code>double</code>
-
-</li></ul>
-
-<p><var>divisor</var> is only needed for instanced rendering applications (see
-<code>shader-apply/instanced</code> in <a href="Rendering-Engine.html">Rendering Engine</a>) and represents
-how many instances each vertex element applies to. A divisor of 0
-means that a single element is used for every instance and is used for
-the data being instanced. A divisor of 1 means that each element is
-used for 1 instance. A divisor of 2 means that each element is used
-for 2 instances, and so on.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_003f">Procedure: <strong>vertex-attribute?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a vertex attribute.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002d_003ebuffer">Procedure: <strong>vertex-attribute-&gt;buffer</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the buffer that <var>vertex-attribute</var> is using.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002dname">Procedure: <strong>vertex-attribute-name</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the name of <var>vertex-attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002doffset">Procedure: <strong>vertex-attribute-offset</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the byte offset of <var>vertex-attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002dtype">Procedure: <strong>vertex-attribute-type</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the data type of <var>vertex-attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002dcomponent_002dtype">Procedure: <strong>vertex-attribute-component-type</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the component data type of <var>vertex-attribute</var>
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002dattribute_002ddivisor">Procedure: <strong>vertex-attribute-divisor</strong> <em>vertex-attribute</em></dt>
-<dd><p>Return the instance divisor for <var>vertex-attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-with_002dmapped_002dvertex_002dattribute">Syntax: <strong>with-mapped-vertex-attribute</strong> <em>vertex-attribute body &hellip;</em></dt>
-<dd>
-<p>Evaluate <var>body</var> in the context of <var>vertex-attribute</var> having
-its data synced from GPU memory to RAM. See <code>with-mapped-buffer</code>
-for more information.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dvertex_002darray">Procedure: <strong>make-vertex-array</strong> <em>#:indices #:attributes [#:mode <code>triangles</code>]</em></dt>
-<dd>
-<p>Return a new vertex array using the index data within the vertex
-attributes <var>indices</var> and the vertex attribute data within
-<var>attributes</var>.
-</p>
-<p><var>attributes</var> is an alist mapping shader attribute indices to
-vertex attributes:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-symbol">`</span><span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">1</span> <span class="syntax-symbol">.</span> <span class="syntax-symbol">,vertex-attribute-a</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">2</span> <span class="syntax-symbol">.</span> <span class="syntax-symbol">,vertex-attribute-b</span><span class="syntax-close">)</span>
- <span class="syntax-symbol">...</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>By default, the vertex array is interpreted as containing a series of
-triangles. If another primtive type is desired, the <var>mode</var>
-keyword argument may be overridden. The following values are
-supported:
-</p>
-<ul>
-<li> <code>points</code>
-</li><li> <code>lines</code>
-</li><li> <code>line-loop</code>
-</li><li> <code>line-strip</code>
-</li><li> <code>triangles</code>
-</li><li> <code>triangle-strip</code>
-</li><li> <code>triangle-fan</code>
-</li></ul>
-
-</dd></dl>
-
-<dl>
-<dt id="index-null_002dvertex_002darray">Variable: <strong>null-vertex-array</strong></dt>
-<dd><p>Represents the absence of a vertex array.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002darray_003f">Procedure: <strong>vertex-array?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a vertex array.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002darray_002dindices">Procedure: <strong>vertex-array-indices</strong> <em>vertex-array</em></dt>
-<dd><p>Return the buffer view containing index data for <var>vertex-array</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002darray_002dattributes">Procedure: <strong>vertex-array-attributes</strong> <em>vertex-array</em></dt>
-<dd><p>Return the attribute index -&gt; buffer view mapping of vertex attribute
-data for <var>vertex-array</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertex_002darray_002dmode">Procedure: <strong>vertex-array-mode</strong> <em>vertex-array</em></dt>
-<dd><p>Return the primitive rendering mode for <var>vertex-array</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dvertex_002darray">Procedure: <strong>current-vertex-array</strong></dt>
-<dd><p>Return the current vertex array.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003avertex_002darray">Variable: <strong>g:vertex-array</strong></dt>
-<dd><p>Render state for vertex arrays (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Shaders.html" accesskey="n" rel="next">Shaders</a>, Previous: <a href="Meshes.html" accesskey="p" rel="prev">Meshes</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Channels.html b/manuals/chickadee/Channels.html
deleted file mode 100644
index 78f8564..0000000
--- a/manuals/chickadee/Channels.html
+++ /dev/null
@@ -1,157 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Channels (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Channels (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Channels (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Scripting.html" rel="up" title="Scripting" />
-<link href="Data-Structures.html" rel="next" title="Data Structures" />
-<link href="Tweening.html" rel="prev" title="Tweening" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Channels"></span><div class="header">
-<p>
-Previous: <a href="Tweening.html" accesskey="p" rel="prev">Tweening</a>, Up: <a href="Scripting.html" accesskey="u" rel="up">Scripting</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Channels-1"></span><h4 class="subsection">5.5.4 Channels</h4>
-
-<p>Channels are a tool for communicating amongst different scripts. One
-script can write a value to the channel and another can read from it.
-Reading or writing to a channel suspends that script until there is
-someone on the other end of the line to complete the transaction.
-</p>
-<p>Here&rsquo;s a simplistic example:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">c</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-channel</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-symbol">script</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">forever</span>
- <span class="syntax-open">(</span><span class="syntax-special">let</span> <span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">item</span> <span class="syntax-open">(</span><span class="syntax-symbol">channel-get</span> <span class="syntax-symbol">c</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">pk</span> <span class="syntax-symbol">'got</span> <span class="syntax-symbol">item</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-symbol">script</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">channel-put</span> <span class="syntax-symbol">c</span> <span class="syntax-symbol">'sword</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">channel-put</span> <span class="syntax-symbol">c</span> <span class="syntax-symbol">'shield</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">channel-put</span> <span class="syntax-symbol">c</span> <span class="syntax-symbol">'potion</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<dl>
-<dt id="index-make_002dchannel">Procedure: <strong>make-channel</strong></dt>
-<dd><p>Return a new channel
-</p></dd></dl>
-
-<dl>
-<dt id="index-channel_003f">Procedure: <strong>channel?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a channel.
-</p></dd></dl>
-
-<dl>
-<dt id="index-channel_002dget">Procedure: <strong>channel-get</strong> <em>channel</em></dt>
-<dd><p>Retrieve a value from <var>channel</var>. The current script suspends
-until a value is available.
-</p></dd></dl>
-
-<dl>
-<dt id="index-channel_002dput">Procedure: <strong>channel-put</strong> <em>channel data</em></dt>
-<dd><p>Send <var>data</var> to <var>channel</var>. The current script suspends until
-another script is available to retrieve the value.
-</p></dd></dl>
-
-<p>A low-level API also exists for using channels outside of a script via
-callback procedures:
-</p>
-<dl>
-<dt id="index-channel_002dget_0021">Procedure: <strong>channel-get!</strong> <em>channel proc</em></dt>
-<dd><p>Asynchronously retrieve a value from <var>channel</var> and call <var>proc</var>
-with that value.
-</p></dd></dl>
-
-<dl>
-<dt id="index-channel_002dput_0021">Procedure: <strong>channel-put!</strong> <em>channel data [thunk]</em></dt>
-<dd><p>Asynchronously send <var>data</var> to <var>channel</var> and call <var>thunk</var>
-after it has been received.
-</p></dd></dl>
-
-<dl>
-<dt id="index-channel_002dclear_0021">Procedure: <strong>channel-clear!</strong> <em>channel</em></dt>
-<dd><p>Clear all messages and scripts awaiting messages in <var>channel</var>.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Colors.html b/manuals/chickadee/Colors.html
deleted file mode 100644
index 4a361b1..0000000
--- a/manuals/chickadee/Colors.html
+++ /dev/null
@@ -1,377 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Colors (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Colors (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Colors (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Textures.html" rel="next" title="Textures" />
-<link href="Graphics.html" rel="prev" title="Graphics" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Colors"></span><div class="header">
-<p>
-Next: <a href="Textures.html" accesskey="n" rel="next">Textures</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Colors-1"></span><h4 class="subsection">5.3.1 Colors</h4>
-
-<p>Merriam-Webster defines color as &ldquo;a phenomenon of light (such as red,
-brown, pink, or gray) or visual perception that enables one to
-differentiate otherwise identical objects.&rdquo; In this essay, I
-will&hellip;
-</p>
-<p>Okay, okay. We all know what colors are. Chickadee provides a data
-type to represent color and some convenient procedures to work with
-them in the <code>(chickadee graphics color)</code> module. Colors are made
-up of four components, or channels: red, green, blue, and alpha
-(transparency.) Each of these values is expressed as a uniform
-floating point value in the range [0, 1]. 0 means that color channel
-is unrepresented in the resulting color, whereas 1 means that color
-channel is at full intensity.
-</p>
-<p>Making a color object is easy, and there&rsquo;s a few ways to do it
-depending on what&rsquo;s most convenient. The first is <code>make-color</code>,
-where you specify each channel exactly as described above. This is
-fully opaque magenta:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">make-color</span> <span class="syntax-symbol">1.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">1.0</span> <span class="syntax-symbol">1.0</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>Many people are used to representing colors as 6 or 8 digit
-hexadecimal numbers, so Chickadee also allows that. Here&rsquo;s magenta,
-again:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">rgba</span> <span class="syntax-symbol">#xFF00FFFF</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-symbol">rgb</span> <span class="syntax-symbol">#xFF00FF</span><span class="syntax-close">)</span> <span class="syntax-comment">; equivalent to the above
-</span></pre></div>
-
-<dl>
-<dt id="index-make_002dcolor">Procedure: <strong>make-color</strong> <em>r g b a</em></dt>
-<dd><p>Return a new color object with a red value of <var>r</var>, a green value
-of <var>g</var>, a blue value of <var>b</var>, and an alpha (transparency) value
-of <var>a</var>. All values are clamped to the range [0, 1].
-</p></dd></dl>
-
-<dl>
-<dt id="index-rgba">Procedure: <strong>rgba</strong> <em>color-code</em></dt>
-<dd><p>Return a new color object using the values of the first 32 bits of
-<var>color-code</var>. Each channel occupies 8 bits. Starting from the
-most significant bit, red is first, followed by green, then blue, then
-alpha. Color codes are often represented as 6 or 8 digit hexadecimal
-numbers in various other programs.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rgb">Procedure: <strong>rgb</strong> <em>color-code</em></dt>
-<dd><p>Like <code>rgba</code>, but <var>color-code</var> is a 24 bit code with no alpha
-channel.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_003f">Procedure: <strong>color?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a color object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_002dr">Procedure: <strong>color-r</strong> <em>color</em></dt>
-<dd><p>Return the red channel of <var>color</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_002dg">Procedure: <strong>color-g</strong> <em>color</em></dt>
-<dd><p>Return the green channel of <var>color</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_002db">Procedure: <strong>color-b</strong> <em>color</em></dt>
-<dd><p>Return the blue channel of <var>color</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_002da">Procedure: <strong>color-a</strong> <em>color</em></dt>
-<dd><p>Return the alpha channel of <var>color</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-transparency">Procedure: <strong>transparency</strong> <em>alpha</em></dt>
-<dd><p>Return a new color that is white (RGB channels set to 1) with an alpha
-channel value of <var>alpha</var>. This can be useful for creating a color
-that can be multiplied against another color to make it more
-transparent.
-</p></dd></dl>
-
-<dl>
-<dt id="index-string_002d_003ecolor">Procedure: <strong>string-&gt;color</strong> <em>s</em></dt>
-<dd><p>Convert the hexadecimal color code in the string <var>s</var> to a color
-object. The following string formats are supported:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">string-&gt;color</span> <span class="syntax-string">"#FF00FFFF"</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-symbol">string-&gt;color</span> <span class="syntax-string">"FF00FFFF"</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-symbol">string-&gt;color</span> <span class="syntax-string">"#FF00FF"</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-symbol">string-&gt;color</span> <span class="syntax-string">"FF00FF"</span><span class="syntax-close">)</span>
-</pre></div>
-
-</dd></dl>
-
-<dl>
-<dt id="index-color_002a">Procedure: <strong>color*</strong> <em>a b</em></dt>
-<dd><p>Multiply the color <var>a</var> with the color or number <var>b</var> and return
-a new color with the result.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_002b">Procedure: <strong>color+</strong> <em>a b</em></dt>
-<dd><p>Add the color <var>a</var> to the color <var>b</var> and return a new color with
-the result.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_002d">Procedure: <strong>color-</strong> <em>a b</em></dt>
-<dd><p>Subtract the color <var>b</var> from the color <var>a</var> and return a new
-color with the result.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_002dinverse">Procedure: <strong>color-inverse</strong> <em>color</em></dt>
-<dd><p>Invert the red, green, and blue channels of <var>color</var> and return a
-new color with the result.
-</p></dd></dl>
-
-<dl>
-<dt id="index-color_002dlerp">Procedure: <strong>color-lerp</strong> <em>start end alpha</em></dt>
-<dd><p>Linearly interpolate the colors <var>start</var> and <var>end</var> using the
-factor <var>alpha</var>, a number in the range [0, 1].
-</p></dd></dl>
-
-<span id="Stock-Colors"></span><h4 class="subsubsection">5.3.1.1 Stock Colors</h4>
-
-<p>For convenience, Chickadee comes with some basic colors predefined:
-</p>
-<dl>
-<dt id="index-white">Variable: <strong>white</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-black">Variable: <strong>black</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-red">Variable: <strong>red</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-green">Variable: <strong>green</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-blue">Variable: <strong>blue</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-yellow">Variable: <strong>yellow</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-magenta">Variable: <strong>magenta</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-cyan">Variable: <strong>cyan</strong></dt>
-</dl>
-
-<p>For fun, there are also predefined colors for the classic
-<a href="https://en.wikipedia.org/wiki/Tango_Desktop_Project#Palette">Tango color palette</a>.
-</p>
-<dl>
-<dt id="index-tango_002dlight_002dbutter">Variable: <strong>tango-light-butter</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dbutter">Variable: <strong>tango-butter</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002ddark_002dbutter">Variable: <strong>tango-dark-butter</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dlight_002dorange">Variable: <strong>tango-light-orange</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dorange">Variable: <strong>tango-orange</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002ddark_002dorange">Variable: <strong>tango-dark-orange</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dlight_002dchocolate">Variable: <strong>tango-light-chocolate</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dchocolate">Variable: <strong>tango-chocolate</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002ddark_002dchocolate">Variable: <strong>tango-dark-chocolate</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dlight_002dchameleon">Variable: <strong>tango-light-chameleon</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dchameleon">Variable: <strong>tango-chameleon</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002ddark_002dchameleon">Variable: <strong>tango-dark-chameleon</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dlight_002dsky_002dblue">Variable: <strong>tango-light-sky-blue</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dsky_002dblue">Variable: <strong>tango-sky-blue</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002ddark_002dsky_002dblue">Variable: <strong>tango-dark-sky-blue</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dlight_002dplum">Variable: <strong>tango-light-plum</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dplum">Variable: <strong>tango-plum</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002ddark_002dplum">Variable: <strong>tango-dark-plum</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dlight_002dscarlet_002dred">Variable: <strong>tango-light-scarlet-red</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002dscarlet_002dred">Variable: <strong>tango-scarlet-red</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002ddark_002dscarlet_002dred">Variable: <strong>tango-dark-scarlet-red</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002daluminium_002d1">Variable: <strong>tango-aluminium-1</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002daluminium_002d2">Variable: <strong>tango-aluminium-2</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002daluminium_002d3">Variable: <strong>tango-aluminium-3</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002daluminium_002d4">Variable: <strong>tango-aluminium-4</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002daluminium_002d5">Variable: <strong>tango-aluminium-5</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-tango_002daluminium_002d6">Variable: <strong>tango-aluminium-6</strong></dt>
-</dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Textures.html" accesskey="n" rel="next">Textures</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Command-Line-Interface.html b/manuals/chickadee/Command-Line-Interface.html
deleted file mode 100644
index 01d2e90..0000000
--- a/manuals/chickadee/Command-Line-Interface.html
+++ /dev/null
@@ -1,104 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Command Line Interface (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Command Line Interface (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Command Line Interface (The Chickadee Game Toolkit)" />
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- body {
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---&gt;
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-</head>
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-<body lang="en">
-<span id="Command-Line-Interface"></span><div class="header">
-<p>
-Next: <a href="Live-Coding.html" accesskey="n" rel="next">Live Coding</a>, Previous: <a href="Getting-Started.html" accesskey="p" rel="prev">Getting Started</a>, Up: <a href="index.html" accesskey="u" rel="up">Top</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Command-Line-Interface-1"></span><h2 class="chapter">3 Command Line Interface</h2>
-
-<p>While Chickadee is a library at heart, it also comes with a command
-line utility to make it easier to get started.
-</p>
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Invoking-chickadee-play.html" accesskey="1">Invoking chickadee play</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Run Chickadee programs
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Invoking-chickadee-bundle.html" accesskey="2">Invoking chickadee bundle</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Create redistributable binary bundles
-</td></tr>
-</table>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Copying-This-Manual.html b/manuals/chickadee/Copying-This-Manual.html
deleted file mode 100644
index 9fd7c29..0000000
--- a/manuals/chickadee/Copying-This-Manual.html
+++ /dev/null
@@ -1,99 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Copying This Manual (The Chickadee Game Toolkit)</title>
-
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- body {
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- body {
- margin: 1rem;
- }
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---&gt;
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-</div>
-<hr />
-<span id="Copying-This-Manual-1"></span><h2 class="appendix">Appendix A Copying This Manual</h2>
-
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Apache-2_002e0-License.html" accesskey="1">Apache 2.0 License</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">License for copying this manual.
-</td></tr>
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diff --git a/manuals/chickadee/Data-Structures.html b/manuals/chickadee/Data-Structures.html
deleted file mode 100644
index d268bf3..0000000
--- a/manuals/chickadee/Data-Structures.html
+++ /dev/null
@@ -1,109 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Data Structures (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Data Structures (The Chickadee Game Toolkit)" />
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-<link href="API-Reference.html" rel="up" title="API Reference" />
-<link href="Array-Lists.html" rel="next" title="Array Lists" />
-<link href="Channels.html" rel="prev" title="Channels" />
-<style type="text/css">
-&lt;!--
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-div.display {margin-left: 3.2em}
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-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
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- body {
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- max-width: 52rem;
- }
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- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
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- body {
- margin: 1rem;
- }
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---&gt;
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-<span id="Data-Structures"></span><div class="header">
-<p>
-Previous: <a href="Scripting.html" accesskey="p" rel="prev">Scripting</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Data-Structures-1"></span><h3 class="section">5.6 Data Structures</h3>
-
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Array-Lists.html" accesskey="1">Array Lists</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Dynamically expanding vectors.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Queues.html" accesskey="2">Queues</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">First-in, first-out data structure.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Heaps.html" accesskey="3">Heaps</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Binary heaps.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Quadtrees.html" accesskey="4">Quadtrees</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Spatial partitioning with recursive subdivision.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Grids.html" accesskey="5">Grids</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Spatial partitioning with a fixed grid.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Path-Finding.html" accesskey="6">Path Finding</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Generic A* path finding.
-</td></tr>
-</table>
-
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-
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-</html>
diff --git a/manuals/chickadee/Easings.html b/manuals/chickadee/Easings.html
deleted file mode 100644
index 67aba95..0000000
--- a/manuals/chickadee/Easings.html
+++ /dev/null
@@ -1,171 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Easings (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Easings (The Chickadee Game Toolkit)" />
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-<link href="index.html" rel="start" title="Top" />
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-<link href="Math.html" rel="up" title="Math" />
-<link href="Bezier-Curves.html" rel="next" title="Bezier Curves" />
-<link href="Quaternions.html" rel="prev" title="Quaternions" />
-<style type="text/css">
-&lt;!--
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-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
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-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
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- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
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-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
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- body {
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---&gt;
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-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
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-</head>
-
-<body lang="en">
-<span id="Easings"></span><div class="header">
-<p>
-Next: <a href="Bezier-Curves.html" accesskey="n" rel="next">Bezier Curves</a>, Previous: <a href="Quaternions.html" accesskey="p" rel="prev">Quaternions</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Easings-1"></span><h4 class="subsection">5.2.6 Easings</h4>
-
-<p>Easing functions are essential for animation. Each easing function
-provides a different path to go from an initial value to a final
-value. These functions make an excellent companion to the
-<code>tween</code> procedure (see <a href="Tweening.html">Tweening</a>). Experiment with them to
-figure out which function makes an animation look the best.
-</p>
-<p>Pro tip: <code>smoothstep</code> provides nice results most of the time and
-creates smoother animation than using <code>linear</code>.
-</p>
-<dl>
-<dt id="index-linear">Procedure: <strong>linear</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-smoothstep">Procedure: <strong>smoothstep</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dquad">Procedure: <strong>ease-in-quad</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002dout_002dquad">Procedure: <strong>ease-out-quad</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dout_002dquad">Procedure: <strong>ease-in-out-quad</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dcubic">Procedure: <strong>ease-in-cubic</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002dout_002dcubic">Procedure: <strong>ease-out-cubic</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dout_002dcubic">Procedure: <strong>ease-in-out-cubic</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dquart">Procedure: <strong>ease-in-quart</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002dout_002dquart">Procedure: <strong>ease-out-quart</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dout_002dquart">Procedure: <strong>ease-in-out-quart</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dquint">Procedure: <strong>ease-in-quint</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002dout_002dquint">Procedure: <strong>ease-out-quint</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dout_002dquint">Procedure: <strong>ease-in-out-quint</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dsine">Procedure: <strong>ease-in-sine</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002dout_002dsine">Procedure: <strong>ease-out-sine</strong> <em>t</em></dt>
-</dl>
-
-<dl>
-<dt id="index-ease_002din_002dout_002dsine">Procedure: <strong>ease-in-out-sine</strong> <em>t</em></dt>
-</dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Fonts.html b/manuals/chickadee/Fonts.html
deleted file mode 100644
index 9383789..0000000
--- a/manuals/chickadee/Fonts.html
+++ /dev/null
@@ -1,184 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Fonts (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Fonts (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Fonts (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Vector-Paths.html" rel="next" title="Vector Paths" />
-<link href="Sprites.html" rel="prev" title="Sprites" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Fonts"></span><div class="header">
-<p>
-Next: <a href="Vector-Paths.html" accesskey="n" rel="next">Vector Paths</a>, Previous: <a href="Sprites.html" accesskey="p" rel="prev">Sprites</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Fonts-1"></span><h4 class="subsection">5.3.4 Fonts</h4>
-
-<p>Printing text to the screen is quite easy:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">draw-text</span> <span class="syntax-string">"Hello, world"</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">100.0</span> <span class="syntax-symbol">100.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>Chickadee supports OpenType/TrueType fonts (via the FreeType library),
-bitmap fonts in Angel Code bmfont format, and simple sprite sheet
-bitmap fonts. A default font named Inconsolata is used for all text
-rendering operations where a font is not specified, as is the case in
-the above example.
-</p>
-<p>The following procedures can be found in the <code>(chickadee graphics
-text)</code> module:
-</p>
-<dl>
-<dt id="index-load_002dfont">Procedure: <strong>load-font</strong> <em>file-name point-size [#:char-set] [#:smooth? #t]</em></dt>
-<dd><p>Load the scalable (OpenType, TrueType, etc.) font in the file
-<var>file-name</var> and display it at the given <var>point-size</var>. By
-default, all the characters in the ASCII character set are loaded.
-This can be changed by passing a different character set
-(see <a href="https://www.gnu.org/software/guile/manual/html_node/Character-Sets.html#Character-Sets">Character Sets</a> in <cite>GNU Guile Reference Manual</cite>) using
-the <var>char-set</var> keyword argument.
-</p>
-<p>If <var>smooth?</var> is <code>#t</code> (the default), text rendered with this
-font will have a smoother appearance when text is rotated or scaled,
-otherwise non-smooth scaling will be used.
-</p></dd></dl>
-
-<dl>
-<dt id="index-load_002dbitmap_002dfont">Procedure: <strong>load-bitmap-font</strong> <em>file</em></dt>
-<dd><p>Load the Angel Code font (in either XML or FNT format) in <var>file</var>
-and return a new font object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-font_003f">Procedure: <strong>font?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a font object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-font_002dface">Procedure: <strong>font-face</strong> <em>font</em></dt>
-<dd><p>Return the name of <var>font</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-font_002dline_002dheight">Procedure: <strong>font-line-height</strong> <em>font</em></dt>
-<dd><p>Return the line height of <var>font</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-font_002dline_002dheight-1">Procedure: <strong>font-line-height</strong> <em>font</em></dt>
-<dd><p>Return the line height of <var>font</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-font_002dbold_003f">Procedure: <strong>font-bold?</strong> <em>font</em></dt>
-<dd><p>Return <code>#t</code> if <var>font</var> is a bold font.
-</p></dd></dl>
-
-<dl>
-<dt id="index-font_002ditalic_003f">Procedure: <strong>font-italic?</strong> <em>font</em></dt>
-<dd><p>Return <code>#t</code> if <var>font</var> is an italicized font.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dtext">Procedure: <strong>draw-text</strong> <em>text position</em></dt>
-<dd><p>[#:font] [#:color] [#:origin] [#:scale] [#:rotation] [#:blend-mode]
- [#:start 0] [#:end <code>(string-length text)</code>]
-</p>
-<p>Draw the string <var>text</var> with the first character starting at
-<var>position</var> using <var>font</var>. If <var>font</var> is not specified, a
-built-in font is used.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">draw-text</span> <span class="syntax-string">"Hello, world!"</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">128.0</span> <span class="syntax-symbol">128.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>To render a substring of <var>text</var>, use the <var>start</var> and <var>end</var>
-arguments.
-</p>
-<p>Refer to <code>draw-sprite</code> (see <a href="Sprites.html">Sprites</a>) for information about
-the other arguments.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Vector-Paths.html" accesskey="n" rel="next">Vector Paths</a>, Previous: <a href="Sprites.html" accesskey="p" rel="prev">Sprites</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Framebuffers.html b/manuals/chickadee/Framebuffers.html
deleted file mode 100644
index 6560323..0000000
--- a/manuals/chickadee/Framebuffers.html
+++ /dev/null
@@ -1,147 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Framebuffers (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Framebuffers (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Framebuffers (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Viewports.html" rel="next" title="Viewports" />
-<link href="Shaders.html" rel="prev" title="Shaders" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Framebuffers"></span><div class="header">
-<p>
-Next: <a href="Viewports.html" accesskey="n" rel="next">Viewports</a>, Previous: <a href="Shaders.html" accesskey="p" rel="prev">Shaders</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Framebuffers-1"></span><h4 class="subsection">5.3.14 Framebuffers</h4>
-
-<p>A framebuffer is a chunk of memory that the GPU can render things
-onto. By default, the framebuffer that is used for rendering is the
-one belonging to the game window, but custom framebuffers can be used
-as well. A common use-case for custom framebuffers is applying
-post-processing effects: The entire scene is rendered to a
-framebuffer, and then the contents of that framebuffer are applied to
-a post-processing shader and rendered to the game window. The
-post-processing shader could do any number of things: scaling,
-antialiasing, motion blur, etc.
-</p>
-<dl>
-<dt id="index-make_002dframebuffer">Procedure: <strong>make-framebuffer</strong> <em>width height [#:min-filter <code>linear</code>] [#:mag-filter <code>linear</code>] [#:wrap-s <code>repeat</code>] [#:wrap-t <code>repeat</code>]</em></dt>
-<dd>
-<p>Create a new framebuffer that is <var>width</var> pixels wide and <var>height</var> pixels high.
-</p>
-<p><var>min-filter</var> and <var>mag-filter</var> determine the scaling algorithm
-applied to the framebuffer when rendering. By default, linear scaling
-is used in both cases. To perform no smoothing at all, use
-<code>nearest</code> for simple nearest neighbor scaling. This is typically
-the best choice for pixel art games.
-</p></dd></dl>
-
-<dl>
-<dt id="index-framebuffer_003f">Procedure: <strong>framebuffer?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a framebuffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-framebuffer_002dtexture">Procedure: <strong>framebuffer-texture</strong> <em>fb</em></dt>
-<dd><p>Return the texture backing the framebuffer <var>fb</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-framebuffer_002dviewport">Procedure: <strong>framebuffer-viewport</strong> <em>fb</em></dt>
-<dd><p>Return the default viewport (see <a href="Viewports.html">Viewports</a>) used by the
-framebuffer <var>fb</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-null_002dframebuffer">Procedure: <strong>null-framebuffer</strong></dt>
-<dd><p>The default framebuffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dframebuffer">Procedure: <strong>current-framebuffer</strong></dt>
-<dd><p>Return the current framebuffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003aframebuffer">Variable: <strong>g:framebuffer</strong></dt>
-<dd><p>Render state for framebuffers (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Getting-Started.html b/manuals/chickadee/Getting-Started.html
deleted file mode 100644
index e7d695d..0000000
--- a/manuals/chickadee/Getting-Started.html
+++ /dev/null
@@ -1,177 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Getting Started (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Getting Started (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Getting Started (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="index.html" rel="up" title="Top" />
-<link href="Command-Line-Interface.html" rel="next" title="Command Line Interface" />
-<link href="Requirements.html" rel="prev" title="Requirements" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Getting-Started"></span><div class="header">
-<p>
-Next: <a href="Command-Line-Interface.html" accesskey="n" rel="next">Command Line Interface</a>, Previous: <a href="Installation.html" accesskey="p" rel="prev">Installation</a>, Up: <a href="index.html" accesskey="u" rel="up">Top</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Getting-Started-1"></span><h2 class="chapter">2 Getting Started</h2>
-
-<p>One of the simplest programs we can make with Chickadee is rendering
-the text &ldquo;Hello, world&rdquo; on screen. Here&rsquo;s what that looks like:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">draw</span> <span class="syntax-symbol">alpha</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">draw-text</span> <span class="syntax-string">"Hello, world!"</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">64.0</span> <span class="syntax-symbol">240.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>The <code>draw</code> procedure is called frequently to draw the game scene.
-For the sake of simplicity, we will ignore the <code>alpha</code> variable
-in this tutorial.
-</p>
-<p>To run this program, we&rsquo;ll use the <code>chickadee play</code> command:
-</p>
-<div class="example">
-<pre class="example">chickadee play hello.scm
-</pre></div>
-
-<p>This is a good start, but it&rsquo;s boring. Let&rsquo;s make the text move!
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">position</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">240.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">draw</span> <span class="syntax-symbol">alpha</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">draw-text</span> <span class="syntax-string">"Hello, world!"</span> <span class="syntax-symbol">position</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">update</span> <span class="syntax-symbol">dt</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">set-vec2-x!</span> <span class="syntax-symbol">position</span> <span class="syntax-open">(</span><span class="syntax-symbol">+</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2-x</span> <span class="syntax-symbol">position</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">*</span> <span class="syntax-symbol">100.0</span> <span class="syntax-symbol">dt</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>The <code>vec2</code> type is used to store 2D coordinates
-(see <a href="Vectors.html">Vectors</a>.) A variable named <code>position</code> contains the
-position where the text should be rendered. A new hook called
-<code>update</code> has been added to handle the animation. This hook is
-called frequently to update the state of the game. The variable
-<code>dt</code> (short for &ldquo;delta-time&rdquo;) contains the amount of time that
-has passed since the last update, in seconds. Putting it all
-together, this update procedure is incrementing the x coordinate of
-the position by 100 pixels per second.
-</p>
-<p>This is neat, but after a few seconds the text moves off the screen
-completely, never to be seen again. It would be better if the text
-bounced back and forth against the sides of the window.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">position</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">240.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">draw</span> <span class="syntax-symbol">alpha</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">draw-text</span> <span class="syntax-string">"Hello, world!"</span> <span class="syntax-symbol">position</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">update</span> <span class="syntax-symbol">dt</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">update-agenda</span> <span class="syntax-symbol">dt</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">update-x</span> <span class="syntax-symbol">x</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">set-vec2-x!</span> <span class="syntax-symbol">position</span> <span class="syntax-symbol">x</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">let</span> <span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">start</span> <span class="syntax-symbol">0.0</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">end</span> <span class="syntax-symbol">536.0</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">duration</span> <span class="syntax-symbol">4.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">script</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">while</span> <span class="syntax-symbol">#t</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">tween</span> <span class="syntax-symbol">duration</span> <span class="syntax-symbol">start</span> <span class="syntax-symbol">end</span> <span class="syntax-symbol">update-x</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">tween</span> <span class="syntax-symbol">duration</span> <span class="syntax-symbol">end</span> <span class="syntax-symbol">start</span> <span class="syntax-symbol">update-x</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>This final example uses Chickadee&rsquo;s scripting features
-(see <a href="Scripting.html">Scripting</a>) to bounce the text between the edges of the window
-indefinitely using the handy <code>tween</code> procedure. The only thing
-the <code>update</code> procedure needs to do now is advance the clock of
-the &ldquo;agenda&rdquo; (the thing that runs scripts.) The script takes care
-of the rest.
-</p>
-<p>This quick tutorial has hopefully given you a taste of what you can do
-with Chickadee. The rest of this manual gets into all of the details
-that were glossed over, and much more. Try rendering a sprite,
-playing a sound effect, or handling keyboard input. But most
-importantly: Have fun!
-</p>
-<hr />
-<div class="header">
-<p>
-Next: <a href="Command-Line-Interface.html" accesskey="n" rel="next">Command Line Interface</a>, Previous: <a href="Installation.html" accesskey="p" rel="prev">Installation</a>, Up: <a href="index.html" accesskey="u" rel="up">Top</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Graphics.html b/manuals/chickadee/Graphics.html
deleted file mode 100644
index e8b409b..0000000
--- a/manuals/chickadee/Graphics.html
+++ /dev/null
@@ -1,145 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Graphics (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Graphics (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Graphics (The Chickadee Game Toolkit)" />
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-<link href="API-Reference.html" rel="up" title="API Reference" />
-<link href="Colors.html" rel="next" title="Colors" />
-<link href="Bezier-Curves.html" rel="prev" title="Bezier Curves" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Graphics"></span><div class="header">
-<p>
-Next: <a href="Audio.html" accesskey="n" rel="next">Audio</a>, Previous: <a href="Math.html" accesskey="p" rel="prev">Math</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Graphics-1"></span><h3 class="section">5.3 Graphics</h3>
-
-<p>Chickadee aims to make hardware-accelerated graphics rendering as
-simple and efficient as possible by providing high-level APIs that
-interact with the low-level OpenGL API under the hood. Anyone that
-has worked with OpenGL directly knows that it has a steep learning
-curve and a lot of effort is needed to render even a single triangle.
-The Chickadee rendering engine attempts to make it easy to do common
-tasks like rendering a sprite while also providing all of the building
-blocks to implement additional rendering techniques.
-</p>
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Colors.html" accesskey="1">Colors</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Such pretty colors...
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Textures.html" accesskey="2">Textures</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">2D images, tile atlases, cube maps, etc.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Sprites.html" accesskey="3">Sprites</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Draw 2D images.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Fonts.html" accesskey="4">Fonts</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Drawing text.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Vector-Paths.html" accesskey="5">Vector Paths</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Draw filled and stroked paths.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Particles.html" accesskey="6">Particles</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Pretty little flying pieces!
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Tile-Maps.html" accesskey="7">Tile Maps</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Draw 2D tile maps.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Models.html" accesskey="8">Models</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Load 3D models from disk.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Lights.html" accesskey="9">Lights</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Dynamic 3D lighting.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Skyboxes.html">Skyboxes</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Backgrounds for 3D environments.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Meshes.html">Meshes</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">3D meshes and materials.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Buffers.html">Buffers</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Send data to the GPU.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Shaders.html">Shaders</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Create custom GPU programs.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Framebuffers.html">Framebuffers</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Render to texture.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Viewports.html">Viewports</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Restrict rendering to a particular area.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Render-Settings.html">Render Settings</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Depth tests, stencil tests, polygon modes, etc.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Rendering-Engine.html">Rendering Engine</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Rendering state management.
-</td></tr>
-</table>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Audio.html" accesskey="n" rel="next">Audio</a>, Previous: <a href="Math.html" accesskey="p" rel="prev">Math</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Grids.html b/manuals/chickadee/Grids.html
deleted file mode 100644
index e8ec2b6..0000000
--- a/manuals/chickadee/Grids.html
+++ /dev/null
@@ -1,214 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Grids (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Grids (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Grids (The Chickadee Game Toolkit)" />
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-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Data-Structures.html" rel="up" title="Data Structures" />
-<link href="Path-Finding.html" rel="next" title="Path Finding" />
-<link href="Quadtrees.html" rel="prev" title="Quadtrees" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
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-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Grids"></span><div class="header">
-<p>
-Next: <a href="Path-Finding.html" accesskey="n" rel="next">Path Finding</a>, Previous: <a href="Quadtrees.html" accesskey="p" rel="prev">Quadtrees</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Grids-1"></span><h4 class="subsection">5.6.5 Grids</h4>
-
-<p>The <code>(chickadee data grid)</code> module provides a simple spatial
-partitioning system for axis-aligned bounding boxes
-(see <a href="Rectangles.html">Rectangles</a>) in 2D space. The grid divides the world into
-tiles and keeps track of which rectangles occupy which tiles. When
-there are lots of moving objects in the game world that need collision
-detection, the grid greatly speeds up the process. Instead of
-checking collisions of each object against every other object (an
-O(n^2) operation), the grid quickly narrows down which objects could
-possibly be colliding and only performs collision testing against a
-small set of objects.
-</p>
-<p>In addition to checking for collisions, the grid also handles the
-resolution of collisions. Exactly how each collision is resolved is
-user-defined. A player bumping into a wall may slide against it. An
-enemy colliding with a projectile shot by the player may get pushed
-back in the opposite direction. Two players colliding may not need
-resolution at all and will just pass through each other. The way this
-works is that each time an object (A) is moved within the grid, the
-grid looks for an object (B) that may possibly be colliding with A. A
-user-defined procedure known as a &ldquo;filter&rdquo; is then called with both
-A and B. If the filter returns <code>#f</code>, it means that even if A and
-B are colliding, no collision resolution is needed. In this case the
-grid won&rsquo;t waste time checking if they really do collide because it
-doesn&rsquo;t matter. If A and B are collidable, then the filter returns a
-procedure that implements the resolution technique. The grid will
-then perform a collision test. If A and B are colliding, the resolver
-procedure is called. It&rsquo;s the resolvers job to adjust the objects
-such that they are no longer colliding. The grid module comes with a
-very simple resolution procedure, <code>slide</code>, that adjusts object A
-by the smallest amount so that it no longer overlaps with B. By using
-this filtering technique, a game can resolve collisions between
-different objects in different ways.
-</p>
-<dl>
-<dt id="index-make_002dgrid">Procedure: <strong>make-grid</strong> <em>[cell-size 64]</em></dt>
-<dd><p>Return a new grid partitioned into <var>cell-size</var> tiles.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_003f">Procedure: <strong>grid?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a grid.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cell_003f">Procedure: <strong>cell?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a grid cell.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cell_002dcount">Procedure: <strong>cell-count</strong> <em>cell</em></dt>
-<dd><p>Return the number of items in <var>cell</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dcell_002dsize">Procedure: <strong>grid-cell-size</strong> <em>grid</em></dt>
-<dd><p>Return the cell size of <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dcell_002dcount">Procedure: <strong>grid-cell-count</strong> <em>grid</em></dt>
-<dd><p>Return the number of cells currently in <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002ditem_002dcount">Procedure: <strong>grid-item-count</strong> <em>grid</em></dt>
-<dd><p>Return the number of items in <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dadd">Procedure: <strong>grid-add</strong> <em>grid item x y width height</em></dt>
-<dd>
-<p>Add <var>item</var> to <var>grid</var> represented by the axis-aligned bounding
-box whose lower-left corner is at (<var>x</var>, <var>y</var>) and is
-<var>width</var> x <var>height</var> in size.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dremove">Procedure: <strong>grid-remove</strong> <em>grid item</em></dt>
-<dd><p>Return <var>item</var> from <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dclear">Procedure: <strong>grid-clear</strong> <em>grid</em></dt>
-<dd><p>Remove all items from <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dmove">Procedure: <strong>grid-move</strong> <em>grid item position filter</em></dt>
-<dd><p>Attempt to move <var>item</var> in <var>grid</var> to <var>position</var> (a 2D
-vector) and check for collisions. For each collision, <var>filter</var>
-will be called with two arguments: <var>item</var> and the item it collided
-with. If a collision occurs, <var>position</var> may be modified to
-resolve the colliding objects.
-</p></dd></dl>
-
-<dl>
-<dt id="index-for_002deach_002dcell">Procedure: <strong>for-each-cell</strong> <em>proc grid [rect]</em></dt>
-<dd><p>Call <var>proc</var> with each cell in <var>grid</var> that intersects
-<var>rect</var>, or every cell if <var>rect</var> is <code>#f</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-for_002deach_002ditem">Procedure: <strong>for-each-item</strong> <em>proc grid</em></dt>
-<dd><p>Call <var>proc</var> for each item in <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-slide">Procedure: <strong>slide</strong> <em>item item-rect other other-rect goal</em></dt>
-<dd>
-<p>Resolve the collision that occurs between <var>item</var> and <var>other</var>
-when moving <var>item-rect</var> to <var>goal</var> by sliding <var>item-rect</var>
-the minimum amount needed to make it no longer overlap
-<var>other-rect</var>.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Path-Finding.html" accesskey="n" rel="next">Path Finding</a>, Previous: <a href="Quadtrees.html" accesskey="p" rel="prev">Quadtrees</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Heaps.html b/manuals/chickadee/Heaps.html
deleted file mode 100644
index effdb89..0000000
--- a/manuals/chickadee/Heaps.html
+++ /dev/null
@@ -1,139 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Heaps (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Heaps (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Heaps (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Data-Structures.html" rel="up" title="Data Structures" />
-<link href="Quadtrees.html" rel="next" title="Quadtrees" />
-<link href="Queues.html" rel="prev" title="Queues" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Heaps"></span><div class="header">
-<p>
-Next: <a href="Quadtrees.html" accesskey="n" rel="next">Quadtrees</a>, Previous: <a href="Queues.html" accesskey="p" rel="prev">Queues</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Heaps-1"></span><h4 class="subsection">5.6.3 Heaps</h4>
-
-<p>The <code>(chickadee data heap)</code> module provides a binary heap data
-structure. The heap orders data from smallest to largest, according
-to a custom comparison predicate, making it a good choice for priority
-queues.
-</p>
-<dl>
-<dt id="index-make_002dheap">Procedure: <strong>make-heap</strong> <em>[#:&lt; &lt;]</em></dt>
-<dd><p>Return a new heap that uses the predicate <var>&lt;</var> to determine order.
-</p></dd></dl>
-
-<dl>
-<dt id="index-heap_003f">Procedure: <strong>heap?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a heap.
-</p></dd></dl>
-
-<dl>
-<dt id="index-heap_002dempty_003f">Procedure: <strong>heap-empty?</strong> <em>heap</em></dt>
-<dd><p>Return <code>#t</code> if <var>heap</var> is empty.
-</p></dd></dl>
-
-<dl>
-<dt id="index-heap_002dsize">Procedure: <strong>heap-size</strong> <em>heap</em></dt>
-<dd><p>Return the current size of <var>heap</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-heap_002dmin">Procedure: <strong>heap-min</strong> <em>heap</em></dt>
-<dd><p>Return the minimum item in <var>heap</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-heap_002dinsert_0021">Procedure: <strong>heap-insert!</strong> <em>heap item</em></dt>
-<dd><p>Add <var>item</var> to <var>heap</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-heap_002dremove_0021">Procedure: <strong>heap-remove!</strong> <em>heap</em></dt>
-<dd><p>Remove the minimum item in <var>heap</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-heap_002dclear_0021">Procedure: <strong>heap-clear!</strong> <em>heap</em></dt>
-<dd><p>Remove all items from <var>heap</var>.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Index.html b/manuals/chickadee/Index.html
deleted file mode 100644
index 4d64ac2..0000000
--- a/manuals/chickadee/Index.html
+++ /dev/null
@@ -1,1034 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Index (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Index (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Index (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="#Index" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="index.html" rel="up" title="Top" />
-<link href="Apache-2_002e0-License.html" rel="prev" title="Apache 2.0 License" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Index"></span><div class="header">
-<p>
-Previous: <a href="Copying-This-Manual.html" accesskey="p" rel="prev">Copying This Manual</a>, Up: <a href="index.html" accesskey="u" rel="up">Top</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="#Index" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Index-1"></span><h2 class="unnumbered">Index</h2>
-
-<table><tr><th valign="top">Jump to: &nbsp; </th><td><a class="summary-letter" href="#Index_fn_symbol-1"><b>%</b></a>
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- &nbsp;
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-<table class="index-fn" border="0">
-<tr><td></td><th align="left">Index Entry</th><td>&nbsp;</td><th align="left"> Section</th></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_symbol-1">%</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Invoking-chickadee-bundle.html#index-_0025default_002dconfig"><code>%default-config</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Invoking-chickadee-bundle.html">Invoking chickadee bundle</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-A">A</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Path-Finding.html#index-a_002a"><code>a*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Path-Finding.html">Path Finding</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Game-Loop.html#index-abort_002dgame"><code>abort-game</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Game-Loop.html">The Game Loop</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-add_002dparticle_002demitter"><code>add-particle-emitter</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-after"><code>after</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-agenda_002dtime"><code>agenda-time</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-agenda_003f"><code>agenda?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-animation_002dduration"><code>animation-duration</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-animation_002dframe_002dduration"><code>animation-frame-duration</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-animation_002dframe_002dtile"><code>animation-frame-tile</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-animation_002dframe_003f"><code>animation-frame?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-animation_002dframes"><code>animation-frames</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-animation_003f"><code>animation?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-arc"><code>arc</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-arc_002dto"><code>arc-to</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist"><code>array-list</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dclear_0021"><code>array-list-clear!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002ddelete_0021"><code>array-list-delete!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dempty_003f"><code>array-list-empty?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dfold"><code>array-list-fold</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dfor_002deach"><code>array-list-for-each</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dpop_0021"><code>array-list-pop!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dpush_0021"><code>array-list-push!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dref"><code>array-list-ref</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dset_0021"><code>array-list-set!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_002dsize"><code>array-list-size</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-array_002dlist_003f"><code>array-list?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-at"><code>at</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-attribute_002dlocation"><code>attribute-location</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-attribute_002dname"><code>attribute-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-attribute_002dtype"><code>attribute-type</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-attribute_003f"><code>attribute?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-audio_002dbits_002dper_002dsample"><code>audio-bits-per-sample</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-audio_002dchannels"><code>audio-channels</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-audio_002dduration"><code>audio-duration</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-audio_002dmode"><code>audio-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-audio_002dplay"><code>audio-play</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-audio_002dsample_002drate"><code>audio-sample-rate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-audio_003f"><code>audio?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-B">B</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-back_002dcull_002dface_002dmode"><code>back-cull-face-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-below"><code>below</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-beside"><code>beside</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-bezier_002dcurve_002dp0"><code>bezier-curve-p0</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-bezier_002dcurve_002dp1"><code>bezier-curve-p1</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-bezier_002dcurve_002dp2"><code>bezier-curve-p2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-bezier_002dcurve_002dp3"><code>bezier-curve-p3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-bezier_002dcurve_002dpoint_002dat"><code>bezier-curve-point-at</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-bezier_002dcurve_002dpoint_002dat_0021"><code>bezier-curve-point-at!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-bezier_002dcurve_003f"><code>bezier-curve?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-bezier_002dpath"><code>bezier-path</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-bezier_002dpath-1"><code>bezier-path</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-bezier_002dto"><code>bezier-to</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-black"><code>black</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-blend_003aadd"><code>blend:add</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-blend_003aalpha"><code>blend:alpha</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-blend_003adarken"><code>blend:darken</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-blend_003alighten"><code>blend:lighten</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-blend_003amultiply"><code>blend:multiply</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-blend_003areplace"><code>blend:replace</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-blend_003ascreen"><code>blend:screen</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-blend_003asubtract"><code>blend:subtract</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-blue"><code>blue</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-bool"><code>bool</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-buffer_002ddata"><code>buffer-data</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-buffer_002dlength"><code>buffer-length</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-buffer_002dname"><code>buffer-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-buffer_002dstride"><code>buffer-stride</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-buffer_002dtarget"><code>buffer-target</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-buffer_002dusage"><code>buffer-usage</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-buffer_003f"><code>buffer?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-C">C</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-call_002dwhen"><code>call-when</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-cancel_002dscript"><code>cancel-script</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-canvas_003f"><code>canvas?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-cell_002dcount"><code>cell-count</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-cell_003f"><code>cell?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Channels.html#index-channel_002dclear_0021"><code>channel-clear!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Channels.html">Channels</a></td></tr>
-<tr><td></td><td valign="top"><a href="Channels.html#index-channel_002dget"><code>channel-get</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Channels.html">Channels</a></td></tr>
-<tr><td></td><td valign="top"><a href="Channels.html#index-channel_002dget_0021"><code>channel-get!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Channels.html">Channels</a></td></tr>
-<tr><td></td><td valign="top"><a href="Channels.html#index-channel_002dput"><code>channel-put</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Channels.html">Channels</a></td></tr>
-<tr><td></td><td valign="top"><a href="Channels.html#index-channel_002dput_0021"><code>channel-put!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Channels.html">Channels</a></td></tr>
-<tr><td></td><td valign="top"><a href="Channels.html#index-channel_003f"><code>channel?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Channels.html">Channels</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-circle"><code>circle</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Basics.html#index-clamp"><code>clamp</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Basics.html">Basics</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-close_002dpath"><code>close-path</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002a"><code>color*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002b"><code>color+</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002d"><code>color-</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002da"><code>color-a</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002db"><code>color-b</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002dg"><code>color-g</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002dinverse"><code>color-inverse</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002dlerp"><code>color-lerp</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_002dr"><code>color-r</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-color_003f"><code>color?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-controller_002daxis"><code>controller-axis</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-controller_002dbutton_002dpressed_003f"><code>controller-button-pressed?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-controller_002dbutton_002dreleased_003f"><code>controller-button-released?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-controller_002dname"><code>controller-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-corner_002dsplit"><code>corner-split</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Basics.html#index-cotan"><code>cotan</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Basics.html">Basics</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-cube_002dmap_003f"><code>cube-map?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-cull_002dface_002dmode_002dback_003f"><code>cull-face-mode-back?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-cull_002dface_002dmode_002dfront_003f"><code>cull-face-mode-front?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-cull_002dface_002dmode_003f"><code>cull-face-mode?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-current_002dagenda"><code>current-agenda</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-current_002dagenda-1"><code>current-agenda</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-current_002dbuffer"><code>current-buffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-current_002dcull_002dface_002dmode"><code>current-cull-face-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-current_002ddepth_002dtest"><code>current-depth-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Framebuffers.html#index-current_002dframebuffer"><code>current-framebuffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Framebuffers.html">Framebuffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-current_002dmultisample"><code>current-multisample</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-current_002dpolygon_002dmode"><code>current-polygon-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rendering-Engine.html#index-current_002dprojection"><code>current-projection</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rendering-Engine.html">Rendering Engine</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-current_002dstencil_002dtest"><code>current-stencil-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-current_002dtexture_002d0"><code>current-texture-0</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-current_002dtexture_002d1"><code>current-texture-1</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-current_002dtexture_002d2"><code>current-texture-2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-current_002dtexture_002d3"><code>current-texture-3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-current_002dtexture_002d4"><code>current-texture-4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-current_002dvertex_002darray"><code>current-vertex-array</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-current_002dviewport"><code>current-viewport</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-current_002dwindow"><code>current-window</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-cyan"><code>cyan</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-D">D</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-default_002dstencil_002dtest"><code>default-stencil-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-define_002dshader_002dtype"><code>define-shader-type</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Basics.html#index-degrees_002d_003eradians"><code>degrees-&gt;radians</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Basics.html">Basics</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-depth_002dtest_002dfar"><code>depth-test-far</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-depth_002dtest_002dfunction"><code>depth-test-function</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-depth_002dtest_002dnear"><code>depth-test-near</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-depth_002dtest_002dwrite_003f"><code>depth-test-write?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-depth_002dtest_003f"><code>depth-test?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Queues.html#index-dequeue_0021"><code>dequeue!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Queues.html">Queues</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-directional_002dlight_003f"><code>directional-light?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Environment.html#index-distance_002dmodel"><code>distance-model</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Environment.html">The Environment</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Environment.html#index-doppler_002dfactor"><code>doppler-factor</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Environment.html">The Environment</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-draw_002d9_002dpatch"><code>draw-9-patch</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-draw_002dcanvas"><code>draw-canvas</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Models.html#index-draw_002dmodel"><code>draw-model</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Models.html">Models</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-draw_002dparticles"><code>draw-particles</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-draw_002dparticles_002a"><code>draw-particles*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Skyboxes.html#index-draw_002dskybox"><code>draw-skybox</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Skyboxes.html">Skyboxes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-draw_002dsprite"><code>draw-sprite</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-draw_002dsprite_002dbatch"><code>draw-sprite-batch</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-draw_002dtext"><code>draw-text</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-draw_002dtile_002dmap"><code>draw-tile-map</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-E">E</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dcubic"><code>ease-in-cubic</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dout_002dcubic"><code>ease-in-out-cubic</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dout_002dquad"><code>ease-in-out-quad</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dout_002dquart"><code>ease-in-out-quart</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dout_002dquint"><code>ease-in-out-quint</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dout_002dsine"><code>ease-in-out-sine</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dquad"><code>ease-in-quad</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dquart"><code>ease-in-quart</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dquint"><code>ease-in-quint</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002din_002dsine"><code>ease-in-sine</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002dout_002dcubic"><code>ease-out-cubic</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002dout_002dquad"><code>ease-out-quad</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002dout_002dquart"><code>ease-out-quart</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002dout_002dquint"><code>ease-out-quint</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-ease_002dout_002dsine"><code>ease-out-sine</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Game-Loop.html#index-elapsed_002dtime"><code>elapsed-time</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Game-Loop.html">The Game Loop</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-ellipse"><code>ellipse</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Queues.html#index-enqueue_0021"><code>enqueue!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Queues.html">Queues</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-every"><code>every</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-every-1"><code>every</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-F">F</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-fill"><code>fill</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-fill_002dand_002dstroke"><code>fill-and-stroke</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-fill_002dpolygon_002dmode"><code>fill-polygon-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-float"><code>float</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-float_002dvec2"><code>float-vec2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-float_002dvec3"><code>float-vec3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-float_002dvec4"><code>float-vec4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-font_002dbold_003f"><code>font-bold?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-font_002dface"><code>font-face</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-font_002ditalic_003f"><code>font-italic?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-font_002dline_002dheight"><code>font-line-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-font_002dline_002dheight-1"><code>font-line-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-font_003f"><code>font?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-for_002deach_002dcell"><code>for-each-cell</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-for_002deach_002ditem"><code>for-each-item</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-forever"><code>forever</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Framebuffers.html#index-framebuffer_002dtexture"><code>framebuffer-texture</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Framebuffers.html">Framebuffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Framebuffers.html#index-framebuffer_002dviewport"><code>framebuffer-viewport</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Framebuffers.html">Framebuffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Framebuffers.html#index-framebuffer_003f"><code>framebuffer?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Framebuffers.html">Framebuffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-front_002dand_002dback_002dcull_002dface_002dmode"><code>front-and-back-cull-face-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-front_002dcull_002dface_002dmode"><code>front-cull-face-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-G">G</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-g_003abuffer"><code>g:buffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-g_003acull_002dface_002dmode"><code>g:cull-face-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-g_003adepth_002dtest"><code>g:depth-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Framebuffers.html#index-g_003aframebuffer"><code>g:framebuffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Framebuffers.html">Framebuffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-g_003amultisample_003f"><code>g:multisample?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-g_003apolygon_002dmode"><code>g:polygon-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-g_003astencil_002dtest"><code>g:stencil-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-g_003atexture_002d0"><code>g:texture-0</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-g_003atexture_002d1"><code>g:texture-1</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-g_003atexture_002d2"><code>g:texture-2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-g_003atexture_002d3"><code>g:texture-3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-g_003atexture_002d4"><code>g:texture-4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-g_003avertex_002darray"><code>g:vertex-array</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-g_003aviewport"><code>g:viewport</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-gradient_003f"><code>gradient?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-green"><code>green</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-grid_002dadd"><code>grid-add</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-grid_002dcell_002dcount"><code>grid-cell-count</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-grid_002dcell_002dsize"><code>grid-cell-size</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-grid_002dclear"><code>grid-clear</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-grid_002ditem_002dcount"><code>grid-item-count</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-grid_002dmove"><code>grid-move</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-grid_002dremove"><code>grid-remove</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-grid_003f"><code>grid?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-H">H</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Heaps.html#index-heap_002dclear_0021"><code>heap-clear!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Heaps.html">Heaps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Heaps.html#index-heap_002dempty_003f"><code>heap-empty?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Heaps.html">Heaps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Heaps.html#index-heap_002dinsert_0021"><code>heap-insert!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Heaps.html">Heaps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Heaps.html#index-heap_002dmin"><code>heap-min</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Heaps.html">Heaps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Heaps.html#index-heap_002dremove_0021"><code>heap-remove!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Heaps.html">Heaps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Heaps.html#index-heap_002dsize"><code>heap-size</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Heaps.html">Heaps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Heaps.html#index-heap_003f"><code>heap?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Heaps.html">Heaps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-hide_002dwindow_0021"><code>hide-window!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-horizontal_002dflip"><code>horizontal-flip</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-I">I</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-index_002dbuffer_003f"><code>index-buffer?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-int"><code>int</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-J">J</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-join"><code>join</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-K">K</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-key_002dpressed_003f"><code>key-pressed?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-key_002dreleased_003f"><code>key-released?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-L">L</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Basics.html#index-lerp"><code>lerp</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Basics.html">Basics</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-light_002dcolor"><code>light-color</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-light_002dcut_002doff"><code>light-cut-off</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-light_002ddirection"><code>light-direction</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-light_002dintensity"><code>light-intensity</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-light_002dposition"><code>light-position</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-light_002dtype"><code>light-type</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-line"><code>line</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-line_002dpolygon_002dmode"><code>line-polygon-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-line_002dto"><code>line-to</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-linear"><code>linear</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-linear_002dgradient"><code>linear-gradient</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Listener.html#index-listener_002dorientation"><code>listener-orientation</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Listener.html">The Listener</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Listener.html#index-listener_002dposition"><code>listener-position</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Listener.html">The Listener</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Listener.html#index-listener_002dvelocity"><code>listener-velocity</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Listener.html">The Listener</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Listener.html#index-listener_002dvolume"><code>listener-volume</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Listener.html">The Listener</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-load_002daudio"><code>load-audio</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-load_002dbitmap_002dfont"><code>load-bitmap-font</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-load_002dcube_002dmap"><code>load-cube-map</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Fonts.html#index-load_002dfont"><code>load-font</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Fonts.html">Fonts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Models.html#index-load_002dgltf"><code>load-gltf</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Models.html">Models</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-load_002dimage"><code>load-image</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Models.html#index-load_002dobj"><code>load-obj</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Models.html">Models</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-load_002dshader"><code>load-shader</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-load_002dtile_002dmap"><code>load-tile-map</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-load_002dtileset"><code>load-tileset</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-local_002dfield"><code>local-field</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-M">M</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-magenta"><code>magenta</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-make_002dagenda"><code>make-agenda</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Array-Lists.html#index-make_002darray_002dlist"><code>make-array-list</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Array-Lists.html">Array Lists</a></td></tr>
-<tr><td></td><td valign="top"><a href="Bezier-Curves.html#index-make_002dbezier_002dcurve"><code>make-bezier-curve</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Bezier-Curves.html">Bezier Curves</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-make_002dblend_002dmode"><code>make-blend-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-make_002dbuffer"><code>make-buffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-make_002dcanvas"><code>make-canvas</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Channels.html#index-make_002dchannel"><code>make-channel</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Channels.html">Channels</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-make_002dcolor"><code>make-color</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dcube"><code>make-cube</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-make_002ddepth_002dtest"><code>make-depth-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-make_002ddirectional_002dlight"><code>make-directional-light</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-make_002dempty_002dcanvas"><code>make-empty-canvas</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Framebuffers.html#index-make_002dframebuffer"><code>make-framebuffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Framebuffers.html">Framebuffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-make_002dgrid"><code>make-grid</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Heaps.html#index-make_002dheap"><code>make-heap</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Heaps.html">Heaps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-make_002didentity_002dmatrix3"><code>make-identity-matrix3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-make_002didentity_002dmatrix4"><code>make-identity-matrix4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quaternions.html#index-make_002didentity_002dquaternion"><code>make-identity-quaternion</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quaternions.html">Quaternions</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-make_002dmatrix3"><code>make-matrix3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-make_002dmatrix4"><code>make-matrix4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dmesh"><code>make-mesh</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-make_002dnull_002dmatrix3"><code>make-null-matrix3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-make_002dnull_002dmatrix4"><code>make-null-matrix4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-make_002dparticle_002demitter"><code>make-particle-emitter</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-make_002dparticles"><code>make-particles</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Path-Finding.html#index-make_002dpath_002dfinder"><code>make-path-finder</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Path-Finding.html">Path Finding</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dpbr_002dmaterial"><code>make-pbr-material</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dpbr_002dproperties"><code>make-pbr-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dphong_002dmaterial"><code>make-phong-material</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dphong_002dproperties"><code>make-phong-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dplane"><code>make-plane</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-make_002dpoint_002dlight"><code>make-point-light</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-make_002dpolygon_002dmode"><code>make-polygon-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dprimitive"><code>make-primitive</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-make_002dquadtree"><code>make-quadtree</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Queues.html#index-make_002dqueue"><code>make-queue</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Queues.html">Queues</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-make_002drect"><code>make-rect</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-make_002dshader"><code>make-shader</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Skyboxes.html#index-make_002dskybox"><code>make-skybox</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Skyboxes.html">Skyboxes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-make_002dsource"><code>make-source</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dsphere"><code>make-sphere</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-make_002dspot_002dlight"><code>make-spot-light</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-make_002dsprite_002dbatch"><code>make-sprite-batch</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-make_002dstencil_002dtest"><code>make-stencil-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-make_002dtesselated_002dplane"><code>make-tesselated-plane</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-make_002dvertex_002darray"><code>make-vertex-array</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-make_002dvertex_002dattribute"><code>make-vertex-attribute</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-make_002dviewport"><code>make-viewport</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-map_002dobject_002did"><code>map-object-id</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-map_002dobject_002dname"><code>map-object-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-map_002dobject_002dproperties"><code>map-object-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-map_002dobject_002dshape"><code>map-object-shape</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-map_002dobject_002dtype"><code>map-object-type</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-map_002dobject_003f"><code>map-object?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-mat3"><code>mat3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-mat4"><code>mat4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dblend_002dmode"><code>material-blend-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dcull_002dface_002dmode"><code>material-cull-face-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002ddepth_002dtest"><code>material-depth-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dmultisample_003f"><code>material-multisample?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dname"><code>material-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dpolygon_002dmode"><code>material-polygon-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dproperties"><code>material-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dshader"><code>material-shader</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dstencil_002dtest"><code>material-stencil-test</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dtexture_002d0"><code>material-texture-0</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dtexture_002d1"><code>material-texture-1</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dtexture_002d2"><code>material-texture-2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dtexture_002d3"><code>material-texture-3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_002dtexture_002d4"><code>material-texture-4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-material_003f"><code>material?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002a"><code>matrix3*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dcopy"><code>matrix3-copy</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dcopy_0021"><code>matrix3-copy!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002didentity_0021"><code>matrix3-identity!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dinverse"><code>matrix3-inverse</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dinverse_0021"><code>matrix3-inverse!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dmult_0021"><code>matrix3-mult!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002drotate"><code>matrix3-rotate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002drotate_0021"><code>matrix3-rotate!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dscale"><code>matrix3-scale</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dscale_0021"><code>matrix3-scale!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dtransform"><code>matrix3-transform</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dtransform_0021"><code>matrix3-transform!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dtranslate"><code>matrix3-translate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_002dtranslate_0021"><code>matrix3-translate!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_003d"><code>matrix3=</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix3_003f"><code>matrix3?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002a"><code>matrix4*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002d2d_002dtransform_0021"><code>matrix4-2d-transform!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dcopy"><code>matrix4-copy</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dcopy_0021"><code>matrix4-copy!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002didentity_0021"><code>matrix4-identity!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dinverse"><code>matrix4-inverse</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dinverse_0021"><code>matrix4-inverse!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dmult_0021"><code>matrix4-mult!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002drotate"><code>matrix4-rotate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002drotate_0021"><code>matrix4-rotate!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002drotate_002dz"><code>matrix4-rotate-z</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002drotate_002dz_0021"><code>matrix4-rotate-z!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dscale"><code>matrix4-scale</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dscale_0021"><code>matrix4-scale!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dtransform_0021"><code>matrix4-transform!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dtranslate"><code>matrix4-translate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_002dtranslate_0021"><code>matrix4-translate!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_003d"><code>matrix4=</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-matrix4_003f"><code>matrix4?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-maximize_002dwindow_0021"><code>maximize-window!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-mesh_002dname"><code>mesh-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-mesh_002dprimitives"><code>mesh-primitives</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-mesh_003f"><code>mesh?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-minimize_002dwindow_0021"><code>minimize-window!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Models.html#index-model_003f"><code>model?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Models.html">Models</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-mouse_002dbutton_002dpressed_003f"><code>mouse-button-pressed?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-mouse_002dbutton_002dreleased_003f"><code>mouse-button-released?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-mouse_002dx"><code>mouse-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Input-Devices.html#index-mouse_002dy"><code>mouse-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Input-Devices.html">Input Devices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-move_002dto"><code>move-to</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-N">N</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-no_002dcull_002dface_002dmode"><code>no-cull-face-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-null_002dbuffer"><code>null-buffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Framebuffers.html#index-null_002dframebuffer"><code>null-framebuffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Framebuffers.html">Framebuffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-null_002dshader"><code>null-shader</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-null_002dvertex_002darray"><code>null-vertex-array</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-O">O</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-object_002dlayer_002dname"><code>object-layer-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-object_002dlayer_002dobjects"><code>object-layer-objects</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-object_002dlayer_002dproperties"><code>object-layer-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-object_002dlayer_003f"><code>object-layer?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-orthographic_002dprojection"><code>orthographic-projection</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-P">P</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-pad"><code>pad</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-particle_002demitter_002ddone_003f"><code>particle-emitter-done?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-particle_002demitter_002dlife"><code>particle-emitter-life</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-particle_002demitter_002drate"><code>particle-emitter-rate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-particle_002demitter_002dspawn_002darea"><code>particle-emitter-spawn-area</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-particle_002demitter_003f"><code>particle-emitter?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-particles_003f"><code>particles?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-path"><code>path</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Path-Finding.html#index-path_002dfinder_003f"><code>path-finder?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Path-Finding.html">Path Finding</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002dalpha_002dcutoff"><code>pbr-properties-alpha-cutoff</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002dalpha_002dmode"><code>pbr-properties-alpha-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002dbase_002dcolor_002dfactor"><code>pbr-properties-base-color-factor</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002dbase_002dcolor_002dtexcoord"><code>pbr-properties-base-color-texcoord</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002demissive_002dfactor"><code>pbr-properties-emissive-factor</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002demissive_002dtexcoord"><code>pbr-properties-emissive-texcoord</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002dmetallic_002dfactor"><code>pbr-properties-metallic-factor</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002dmetallic_002droughness_002dtexcoord"><code>pbr-properties-metallic-roughness-texcoord</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002dnormal_002dtexcoord"><code>pbr-properties-normal-texcoord</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002docclusion_002dtexcoord"><code>pbr-properties-occlusion-texcoord</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_002droughness"><code>pbr-properties-roughness</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-pbr_002dproperties_003f"><code>pbr-properties?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Matrices.html#index-perspective_002dprojection"><code>perspective-projection</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Matrices.html">Matrices</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-phong_002dproperties_002dambient"><code>phong-properties-ambient</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-phong_002dproperties_002ddiffuse"><code>phong-properties-diffuse</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-phong_002dproperties_002dshininess"><code>phong-properties-shininess</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-phong_002dproperties_002dspecular"><code>phong-properties-specular</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-phong_002dproperties_003f"><code>phong-properties?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Basics.html#index-pi"><code>pi</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Basics.html">Basics</a></td></tr>
-<tr><td></td><td valign="top"><a href="Basics.html#index-pi_002f2"><code>pi/2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Basics.html">Basics</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-point_002d_003etile"><code>point-&gt;tile</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-point_002dlight_003f"><code>point-light?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-point_002dpolygon_002dmode"><code>point-polygon-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-polygon_002dmode_003f"><code>polygon-mode?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-polygon_002dpoints"><code>polygon-points</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-polygon_003f"><code>polygon?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-polyline"><code>polyline</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-primitive_002dmaterial"><code>primitive-material</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-primitive_002dname"><code>primitive-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-primitive_002dvertex_002darray"><code>primitive-vertex-array</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Meshes.html#index-primitive_003f"><code>primitive?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Meshes.html">Meshes</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-Q">Q</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dbounds"><code>quadtree-bounds</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dclear_0021"><code>quadtree-clear!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002ddelete_0021"><code>quadtree-delete!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002ddepth"><code>quadtree-depth</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dfind"><code>quadtree-find</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dfold"><code>quadtree-fold</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dfor_002deach"><code>quadtree-for-each</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dinsert_0021"><code>quadtree-insert!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dleaf_003f"><code>quadtree-leaf?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dmax_002ddepth"><code>quadtree-max-depth</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dmax_002dsize"><code>quadtree-max-size</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dq1"><code>quadtree-q1</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dq2"><code>quadtree-q2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dq3"><code>quadtree-q3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dq4"><code>quadtree-q4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_002dsize"><code>quadtree-size</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quadtrees.html#index-quadtree_003f"><code>quadtree?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quadtrees.html">Quadtrees</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quaternions.html#index-quaternion"><code>quaternion</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quaternions.html">Quaternions</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quaternions.html#index-quaternion_002dw"><code>quaternion-w</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quaternions.html">Quaternions</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quaternions.html#index-quaternion_002dx"><code>quaternion-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quaternions.html">Quaternions</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quaternions.html#index-quaternion_002dy"><code>quaternion-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quaternions.html">Quaternions</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quaternions.html#index-quaternion_002dz"><code>quaternion-z</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quaternions.html">Quaternions</a></td></tr>
-<tr><td></td><td valign="top"><a href="Quaternions.html#index-quaternion_003f"><code>quaternion?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Quaternions.html">Quaternions</a></td></tr>
-<tr><td></td><td valign="top"><a href="Queues.html#index-queue_002dclear_0021"><code>queue-clear!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Queues.html">Queues</a></td></tr>
-<tr><td></td><td valign="top"><a href="Queues.html#index-queue_002dempty_003f"><code>queue-empty?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Queues.html">Queues</a></td></tr>
-<tr><td></td><td valign="top"><a href="Queues.html#index-queue_002dlength"><code>queue-length</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Queues.html">Queues</a></td></tr>
-<tr><td></td><td valign="top"><a href="Queues.html#index-queue_003f"><code>queue?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Queues.html">Queues</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-R">R</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-radial_002dgradient"><code>radial-gradient</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Basics.html#index-radians_002d_003edegrees"><code>radians-&gt;degrees</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Basics.html">Basics</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-raise_002dwindow_0021"><code>raise-window!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect"><code>rect</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002darea"><code>rect-area</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dbottom"><code>rect-bottom</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dcenter_002dx"><code>rect-center-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dcenter_002dy"><code>rect-center-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dclamp"><code>rect-clamp</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dclamp_0021"><code>rect-clamp!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dclamp_002dx"><code>rect-clamp-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dclamp_002dy"><code>rect-clamp-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dclip"><code>rect-clip</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dclip_0021"><code>rect-clip!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dcontains_002dvec2_003f"><code>rect-contains-vec2?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dcontains_003f"><code>rect-contains?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dheight"><code>rect-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dinflate"><code>rect-inflate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dinflate_0021"><code>rect-inflate!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dintersects_003f"><code>rect-intersects?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dleft"><code>rect-left</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dmove"><code>rect-move</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dmove_0021"><code>rect-move!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dmove_002dby"><code>rect-move-by</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dmove_002dby_0021"><code>rect-move-by!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dmove_002dby_002dvec2"><code>rect-move-by-vec2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dmove_002dby_002dvec2_0021"><code>rect-move-by-vec2!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dmove_002dvec2"><code>rect-move-vec2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dmove_002dvec2_0021"><code>rect-move-vec2!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dright"><code>rect-right</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dtop"><code>rect-top</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dunion"><code>rect-union</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dunion_0021"><code>rect-union!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dwidth"><code>rect-width</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dwithin_003f"><code>rect-within?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dx"><code>rect-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_002dy"><code>rect-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-rect_003f"><code>rect?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-rectangle"><code>rectangle</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-red"><code>red</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-regular_002dpolygon"><code>regular-polygon</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-remove_002dparticle_002demitter"><code>remove-particle-emitter</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-restore_002dwindow_0021"><code>restore-window!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-rgb"><code>rgb</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-rgba"><code>rgba</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-right_002dsplit"><code>right-split</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-rotate"><code>rotate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-rounded_002drectangle"><code>rounded-rectangle</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Game-Loop.html#index-run_002dgame"><code>run-game</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Game-Loop.html">The Game Loop</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Game-Loop.html#index-run_002dgame_002a"><code>run-game*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Game-Loop.html">The Game Loop</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-S">S</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-sampler_002d2d"><code>sampler-2d</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-sampler_002dcube"><code>sampler-cube</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-scale"><code>scale</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-schedule_002dafter"><code>schedule-after</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-schedule_002dat"><code>schedule-at</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-schedule_002devery"><code>schedule-every</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-script"><code>script</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-script_002dcancelled_003f"><code>script-cancelled?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-script_002dcomplete_003f"><code>script-complete?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-script_002drunning_003f"><code>script-running?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-script_003f"><code>script?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-set_002dcanvas_002dmatrix_0021"><code>set-canvas-matrix!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-set_002dcanvas_002dpainter_0021"><code>set-canvas-painter!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Environment.html#index-set_002ddistance_002dmodel_0021"><code>set-distance-model!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Environment.html">The Environment</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Environment.html#index-set_002ddoppler_002dfactor_0021"><code>set-doppler-factor!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Environment.html">The Environment</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-set_002dlight_002dcolor_0021"><code>set-light-color!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-set_002dlight_002dcut_002doff_0021"><code>set-light-cut-off!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-set_002dlight_002ddirection_0021"><code>set-light-direction!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-set_002dlight_002dposition_0021"><code>set-light-position!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Listener.html#index-set_002dlistener_002dorientation_0021"><code>set-listener-orientation!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Listener.html">The Listener</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Listener.html#index-set_002dlistener_002dposition_0021"><code>set-listener-position!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Listener.html">The Listener</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Listener.html#index-set_002dlistener_002dvelocity_0021"><code>set-listener-velocity!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Listener.html">The Listener</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Listener.html#index-set_002dlistener_002dvolume_0021"><code>set-listener-volume!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Listener.html">The Listener</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-set_002drect_002dheight_0021"><code>set-rect-height!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-set_002drect_002dwidth_0021"><code>set-rect-width!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-set_002drect_002dx_0021"><code>set-rect-x!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-set_002drect_002dy_0021"><code>set-rect-y!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002daudio_0021"><code>set-source-audio!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dcone_002dinner_002dangle_0021"><code>set-source-cone-inner-angle!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dcone_002douter_002dangle_0021"><code>set-source-cone-outer-angle!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dcone_002douter_002dvolume_0021"><code>set-source-cone-outer-volume!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002ddirection_0021"><code>set-source-direction!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dloop_0021"><code>set-source-loop!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dmax_002ddistance_0021"><code>set-source-max-distance!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dmax_002dvolume_0021"><code>set-source-max-volume!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dmin_002dvolume_0021"><code>set-source-min-volume!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dpitch_0021"><code>set-source-pitch!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dposition_0021"><code>set-source-position!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dreference_002ddistance_0021"><code>set-source-reference-distance!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002drelative_0021"><code>set-source-relative!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002drolloff_002dfactor_0021"><code>set-source-rolloff-factor!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dvelocity_0021"><code>set-source-velocity!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-set_002dsource_002dvolume_0021"><code>set-source-volume!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Environment.html#index-set_002dspeed_002dof_002dsound_0021"><code>set-speed-of-sound!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Environment.html">The Environment</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-set_002dsprite_002dbatch_002dtexture_0021"><code>set-sprite-batch-texture!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-set_002dvec2_0021"><code>set-vec2!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-set_002dvec2_002dx_0021"><code>set-vec2-x!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-set_002dvec2_002dy_0021"><code>set-vec2-y!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-set_002dvec3_0021"><code>set-vec3!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-set_002dvec3_002dx_0021"><code>set-vec3-x!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-set_002dvec3_002dy_0021"><code>set-vec3-y!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-set_002dvec3_002dz_0021"><code>set-vec3-z!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-set_002dwindow_002dborder_0021"><code>set-window-border!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-set_002dwindow_002dfullscreen_0021"><code>set-window-fullscreen!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-set_002dwindow_002dposition_0021"><code>set-window-position!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-set_002dwindow_002dsize_0021"><code>set-window-size!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-set_002dwindow_002dtitle_0021"><code>set-window-title!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rendering-Engine.html#index-shader_002dapply"><code>shader-apply</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rendering-Engine.html">Rendering Engine</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rendering-Engine.html#index-shader_002dapply_002a"><code>shader-apply*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rendering-Engine.html">Rendering Engine</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rendering-Engine.html#index-shader_002dapply_002finstanced"><code>shader-apply/instanced</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rendering-Engine.html">Rendering Engine</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rendering-Engine.html#index-shader_002dapply_002finstanced-1"><code>shader-apply/instanced</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rendering-Engine.html">Rendering Engine</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-shader_002dattributes"><code>shader-attributes</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-shader_002ddata_002dtype_003f"><code>shader-data-type?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-shader_002duniform"><code>shader-uniform</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-shader_002duniform_002dset_0021"><code>shader-uniform-set!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-shader_002duniforms"><code>shader-uniforms</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-shader_003f"><code>shader?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-show_002dwindow_0021"><code>show-window!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Skyboxes.html#index-skybox_002dcube_002dmap"><code>skybox-cube-map</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Skyboxes.html">Skyboxes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Skyboxes.html#index-skybox_003f"><code>skybox?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Skyboxes.html">Skyboxes</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-sleep"><code>sleep</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="Grids.html#index-slide"><code>slide</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Grids.html">Grids</a></td></tr>
-<tr><td></td><td valign="top"><a href="Easings.html#index-smoothstep"><code>smoothstep</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Easings.html">Easings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dcone_002dinner_002dangle"><code>source-cone-inner-angle</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dcone_002douter_002dangle"><code>source-cone-outer-angle</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dcone_002douter_002dvolume"><code>source-cone-outer-volume</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002ddirection"><code>source-direction</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dmax_002ddistance"><code>source-max-distance</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dmax_002dvolume"><code>source-max-volume</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dmin_002dvolume"><code>source-min-volume</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dpause"><code>source-pause</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dpaused_003f"><code>source-paused?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dpitch"><code>source-pitch</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dplay"><code>source-play</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dplaying_003f"><code>source-playing?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dposition"><code>source-position</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dreference_002ddistance"><code>source-reference-distance</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002drelative_003f"><code>source-relative?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002drewind"><code>source-rewind</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002drolloff_002dfactor"><code>source-rolloff-factor</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dstop"><code>source-stop</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dstopped_003f"><code>source-stopped?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dtoggle"><code>source-toggle</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dvelocity"><code>source-velocity</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_002dvolume"><code>source-volume</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-source_003f"><code>source?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-spawn_002dscript"><code>spawn-script</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td></td><td valign="top"><a href="The-Environment.html#index-speed_002dof_002dsound"><code>speed-of-sound</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="The-Environment.html">The Environment</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-split_002dtexture"><code>split-texture</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Lights.html#index-spot_002dlight_003f"><code>spot-light?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Lights.html">Lights</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-sprite_002dbatch_002dadd_0021"><code>sprite-batch-add!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-sprite_002dbatch_002dclear_0021"><code>sprite-batch-clear!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-sprite_002dbatch_002dtexture"><code>sprite-batch-texture</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sprites.html#index-sprite_002dbatch_003f"><code>sprite-batch?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sprites.html">Sprites</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-square"><code>square</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-static_002daudio_003f"><code>static-audio?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-static_002dsource_003f"><code>static-source?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002dfunction_002dback"><code>stencil-test-function-back</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002dfunction_002dfront"><code>stencil-test-function-front</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002dfunction_002dmask_002dback"><code>stencil-test-function-mask-back</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002dfunction_002dmask_002dfront"><code>stencil-test-function-mask-front</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002dmask_002dback"><code>stencil-test-mask-back</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002dmask_002dfront"><code>stencil-test-mask-front</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002don_002ddepth_002dfail_002dback"><code>stencil-test-on-depth-fail-back</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002don_002ddepth_002dfail_002dfront"><code>stencil-test-on-depth-fail-front</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002don_002dfail_002dback"><code>stencil-test-on-fail-back</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002don_002dfail_002dfront"><code>stencil-test-on-fail-front</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002don_002dpass_002dback"><code>stencil-test-on-pass-back</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002don_002dpass_002dfront"><code>stencil-test-on-pass-front</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002dreference_002dback"><code>stencil-test-reference-back</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_002dreference_002dfront"><code>stencil-test-reference-front</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Render-Settings.html#index-stencil_002dtest_003f"><code>stencil-test?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Render-Settings.html">Render Settings</a></td></tr>
-<tr><td></td><td valign="top"><a href="Audio-Files.html#index-streaming_002daudio_003f"><code>streaming-audio?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Audio-Files.html">Audio Files</a></td></tr>
-<tr><td></td><td valign="top"><a href="Sources.html#index-streaming_002dsource_003f"><code>streaming-source?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Sources.html">Sources</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-string_002d_003ecolor"><code>string-&gt;color</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-strings_002d_003eshader"><code>strings-&gt;shader</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-stroke"><code>stroke</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-superimpose"><code>superimpose</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-T">T</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002daluminium_002d1"><code>tango-aluminium-1</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002daluminium_002d2"><code>tango-aluminium-2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002daluminium_002d3"><code>tango-aluminium-3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002daluminium_002d4"><code>tango-aluminium-4</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002daluminium_002d5"><code>tango-aluminium-5</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002daluminium_002d6"><code>tango-aluminium-6</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dbutter"><code>tango-butter</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dchameleon"><code>tango-chameleon</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dchocolate"><code>tango-chocolate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002ddark_002dbutter"><code>tango-dark-butter</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002ddark_002dchameleon"><code>tango-dark-chameleon</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002ddark_002dchocolate"><code>tango-dark-chocolate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002ddark_002dorange"><code>tango-dark-orange</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002ddark_002dplum"><code>tango-dark-plum</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002ddark_002dscarlet_002dred"><code>tango-dark-scarlet-red</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002ddark_002dsky_002dblue"><code>tango-dark-sky-blue</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dlight_002dbutter"><code>tango-light-butter</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dlight_002dchameleon"><code>tango-light-chameleon</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dlight_002dchocolate"><code>tango-light-chocolate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dlight_002dorange"><code>tango-light-orange</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dlight_002dplum"><code>tango-light-plum</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dlight_002dscarlet_002dred"><code>tango-light-scarlet-red</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dlight_002dsky_002dblue"><code>tango-light-sky-blue</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dorange"><code>tango-orange</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dplum"><code>tango-plum</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dscarlet_002dred"><code>tango-scarlet-red</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-tango_002dsky_002dblue"><code>tango-sky-blue</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Basics.html#index-tau"><code>tau</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Basics.html">Basics</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002datlas_002dref"><code>texture-atlas-ref</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002datlas_002dtexture"><code>texture-atlas-texture</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002datlas_003f"><code>texture-atlas?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002dheight"><code>texture-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002dmag_002dfilter"><code>texture-mag-filter</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002dmin_002dfilter"><code>texture-min-filter</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002dparent"><code>texture-parent</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002dregion_003f"><code>texture-region?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002dwidth"><code>texture-width</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002dwrap_002ds"><code>texture-wrap-s</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_002dwrap_002dt"><code>texture-wrap-t</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Textures.html#index-texture_003f"><code>texture?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Textures.html">Textures</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002danimation"><code>tile-animation</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002did"><code>tile-id</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dlayer_002dheight"><code>tile-layer-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dlayer_002dname"><code>tile-layer-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dlayer_002dproperties"><code>tile-layer-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dlayer_002dtiles"><code>tile-layer-tiles</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dlayer_002dwidth"><code>tile-layer-width</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dlayer_003f"><code>tile-layer?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_002dheight"><code>tile-map-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_002dlayers"><code>tile-map-layers</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_002dorientation"><code>tile-map-orientation</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_002dproperties"><code>tile-map-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_002dtile_002dheight"><code>tile-map-tile-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_002dtile_002dwidth"><code>tile-map-tile-width</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_002dtilesets"><code>tile-map-tilesets</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_002dwidth"><code>tile-map-width</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dmap_003f"><code>tile-map?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_002dproperties"><code>tile-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tile_003f"><code>tile?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002datlas"><code>tileset-atlas</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002dcolumns"><code>tileset-columns</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002dfirst_002dgid"><code>tileset-first-gid</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002dname"><code>tileset-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002dproperties"><code>tileset-properties</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002drows"><code>tileset-rows</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002dsize"><code>tileset-size</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002dtile_002dheight"><code>tileset-tile-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002dtile_002dwidth"><code>tileset-tile-width</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_002dtiles"><code>tileset-tiles</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tile-Maps.html#index-tileset_003f"><code>tileset?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tile-Maps.html">Tile Maps</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-transform"><code>transform</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-translate"><code>translate</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-transparency"><code>transparency</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Tweening.html#index-tween"><code>tween</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Tweening.html">Tweening</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-U">U</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-uniform_002dname"><code>uniform-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-uniform_002dtype"><code>uniform-type</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-uniform_002dvalue"><code>uniform-value</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-uniform_003f"><code>uniform?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Shaders.html#index-unsigned_002dint"><code>unsigned-int</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Shaders.html">Shaders</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-up_002dsplit"><code>up-split</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-update_002dagenda"><code>update-agenda</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Particles.html#index-update_002dparticles"><code>update-particles</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Particles.html">Particles</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-V">V</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2"><code>vec2</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002a"><code>vec2*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002b"><code>vec2+</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002d"><code>vec2-</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dadd_0021"><code>vec2-add!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rectangles.html#index-vec2_002dclamp_002dto_002drect_0021"><code>vec2-clamp-to-rect!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rectangles.html">Rectangles</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dcopy"><code>vec2-copy</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dcopy_0021"><code>vec2-copy!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002ddot"><code>vec2-dot</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dmagnitude"><code>vec2-magnitude</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dmult_0021"><code>vec2-mult!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dnormalize"><code>vec2-normalize</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dsub_0021"><code>vec2-sub!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dx"><code>vec2-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002dy"><code>vec2-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_002fpolar"><code>vec2/polar</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec2_003f"><code>vec2?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3"><code>vec3</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002a"><code>vec3*</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002b"><code>vec3+</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002d"><code>vec3-</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dadd_0021"><code>vec3-add!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dcopy"><code>vec3-copy</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dcopy_0021"><code>vec3-copy!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dcross"><code>vec3-cross</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dcross_0021"><code>vec3-cross!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002ddot"><code>vec3-dot</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dmagnitude"><code>vec3-magnitude</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dmult_0021"><code>vec3-mult!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dnormalize"><code>vec3-normalize</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dsub_0021"><code>vec3-sub!</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dx"><code>vec3-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dy"><code>vec3-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_002dz"><code>vec3-z</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vectors.html#index-vec3_003f"><code>vec3?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vectors.html">Vectors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002darray_002dattributes"><code>vertex-array-attributes</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002darray_002dindices"><code>vertex-array-indices</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002darray_002dmode"><code>vertex-array-mode</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002darray_003f"><code>vertex-array?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002dattribute_002d_003ebuffer"><code>vertex-attribute-&gt;buffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002dattribute_002dcomponent_002dtype"><code>vertex-attribute-component-type</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002dattribute_002ddivisor"><code>vertex-attribute-divisor</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002dattribute_002dname"><code>vertex-attribute-name</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002dattribute_002doffset"><code>vertex-attribute-offset</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002dattribute_002dtype"><code>vertex-attribute-type</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-vertex_002dattribute_003f"><code>vertex-attribute?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-vertical_002dflip"><code>vertical-flip</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-viewport_002dclear_002dcolor"><code>viewport-clear-color</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-viewport_002dclear_002dflags"><code>viewport-clear-flags</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-viewport_002dheight"><code>viewport-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-viewport_002dwidth"><code>viewport-width</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-viewport_002dx"><code>viewport-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-viewport_002dy"><code>viewport-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td></td><td valign="top"><a href="Viewports.html#index-viewport_003f"><code>viewport?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Viewports.html">Viewports</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-W">W</th><td></td><td></td></tr>
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-<tr><td></td><td valign="top"><a href="Colors.html#index-white"><code>white</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-window_002dheight"><code>window-height</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-window_002dtitle"><code>window-title</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-window_002dwidth"><code>window-width</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-window_002dx"><code>window-x</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-window_002dy"><code>window-y</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Window-Manipulation.html#index-window_003f"><code>window?</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Window-Manipulation.html">Window Manipulation</a></td></tr>
-<tr><td></td><td valign="top"><a href="Agendas.html#index-with_002dagenda"><code>with-agenda</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Agendas.html">Agendas</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rendering-Engine.html#index-with_002dgraphics_002dstate"><code>with-graphics-state</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rendering-Engine.html">Rendering Engine</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-with_002dmapped_002dbuffer"><code>with-mapped-buffer</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Buffers.html#index-with_002dmapped_002dvertex_002dattribute"><code>with-mapped-vertex-attribute</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Buffers.html">Buffers</a></td></tr>
-<tr><td></td><td valign="top"><a href="Rendering-Engine.html#index-with_002dprojection"><code>with-projection</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Rendering-Engine.html">Rendering Engine</a></td></tr>
-<tr><td></td><td valign="top"><a href="Vector-Paths.html#index-with_002dstyle"><code>with-style</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Vector-Paths.html">Vector Paths</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-<tr><th id="Index_fn_letter-Y">Y</th><td></td><td></td></tr>
-<tr><td></td><td valign="top"><a href="Colors.html#index-yellow"><code>yellow</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Colors.html">Colors</a></td></tr>
-<tr><td></td><td valign="top"><a href="Scripts.html#index-yield"><code>yield</code></a>:</td><td>&nbsp;</td><td valign="top"><a href="Scripts.html">Scripts</a></td></tr>
-<tr><td colspan="4"> <hr /></td></tr>
-</table>
-<table><tr><th valign="top">Jump to: &nbsp; </th><td><a class="summary-letter" href="#Index_fn_symbol-1"><b>%</b></a>
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-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Input-Devices.html b/manuals/chickadee/Input-Devices.html
deleted file mode 100644
index 93b86d4..0000000
--- a/manuals/chickadee/Input-Devices.html
+++ /dev/null
@@ -1,156 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Input Devices (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Input Devices (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Input Devices (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Kernel.html" rel="up" title="Kernel" />
-<link href="Window-Manipulation.html" rel="next" title="Window Manipulation" />
-<link href="The-Game-Loop.html" rel="prev" title="The Game Loop" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Input-Devices"></span><div class="header">
-<p>
-Next: <a href="Window-Manipulation.html" accesskey="n" rel="next">Window Manipulation</a>, Previous: <a href="The-Game-Loop.html" accesskey="p" rel="prev">The Game Loop</a>, Up: <a href="Kernel.html" accesskey="u" rel="up">Kernel</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Input-Devices-1"></span><h4 class="subsection">5.1.2 Input Devices</h4>
-
-<p>While <code>run-game</code> provides hooks for mouse/keyboard/controller
-input events, it is often necessary to query input devices for their
-current state. For example, it could be desirable to query the state
-of the arrow keys every time the update hook is called to determine
-which direction the player should move that frame.
-</p>
-<dl>
-<dt id="index-key_002dpressed_003f">Procedure: <strong>key-pressed?</strong> <em>key</em></dt>
-<dd><p>Return <code>#t</code> if <var>key</var> is currently being pressed.
-</p></dd></dl>
-
-<dl>
-<dt id="index-key_002dreleased_003f">Procedure: <strong>key-released?</strong> <em>key</em></dt>
-<dd><p>Return <code>#t</code> if <var>key</var> is <em>not</em> currently being pressed.
-</p></dd></dl>
-
-<dl>
-<dt id="index-mouse_002dx">Procedure: <strong>mouse-x</strong></dt>
-<dd><p>Return the current X coordinate of the mouse cursor.
-</p></dd></dl>
-
-<dl>
-<dt id="index-mouse_002dy">Procedure: <strong>mouse-y</strong></dt>
-<dd><p>Return the current Y coordinate of the mouse cursor.
-</p></dd></dl>
-
-<dl>
-<dt id="index-mouse_002dbutton_002dpressed_003f">Procedure: <strong>mouse-button-pressed?</strong> <em>button</em></dt>
-<dd><p>Return <code>#t</code> if <var>button</var> is currently being pressed.
-</p></dd></dl>
-
-<dl>
-<dt id="index-mouse_002dbutton_002dreleased_003f">Procedure: <strong>mouse-button-released?</strong> <em>button</em></dt>
-<dd><p>Return <code>#t</code> if <var>button</var> is <em>not</em> currently being
-pressed.
-</p></dd></dl>
-
-<dl>
-<dt id="index-controller_002daxis">Procedure: <strong>controller-axis</strong> <em>controller axis</em></dt>
-<dd><p>Return a floating point value in the range [-1, 1] corresponding to
-how much <var>axis</var> (an analog stick or trigger) is being pushed on
-<var>controller</var>. 0 is returned if <var>axis</var> is not being pushed at
-all.
-</p></dd></dl>
-
-<dl>
-<dt id="index-controller_002dname">Procedure: <strong>controller-name</strong> <em>controller</em></dt>
-<dd><p>Return the name of <var>controller</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-controller_002dbutton_002dpressed_003f">Procedure: <strong>controller-button-pressed?</strong> <em>controller button</em></dt>
-<dd><p>Return <code>#t</code> if <var>button</var> on <var>controller</var> is currently
-being pressed.
-</p></dd></dl>
-
-<dl>
-<dt id="index-controller_002dbutton_002dreleased_003f">Procedure: <strong>controller-button-released?</strong> <em>controller button</em></dt>
-<dd><p>Return <code>#t</code> if <var>button</var> on <var>controller</var> is <em>not</em>
-currently being pressed.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Installation.html b/manuals/chickadee/Installation.html
deleted file mode 100644
index 810d4d0..0000000
--- a/manuals/chickadee/Installation.html
+++ /dev/null
@@ -1,107 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Installation (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Installation (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Installation (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="index.html" rel="up" title="Top" />
-<link href="Requirements.html" rel="next" title="Requirements" />
-<link href="index.html" rel="prev" title="Top" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Installation"></span><div class="header">
-<p>
-Next: <a href="Getting-Started.html" accesskey="n" rel="next">Getting Started</a>, Previous: <a href="index.html" accesskey="p" rel="prev">Top</a>, Up: <a href="index.html" accesskey="u" rel="up">Top</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Installation-1"></span><h2 class="chapter">1 Installation</h2>
-
-<p>Chickadee is available for download from its website at
-<a href="dthompson.us/projects/chickadee.html">dthompson.us/projects/chickadee.html</a>. This section describes
-the software requirements of Chickadee, as well as how to install it.
-</p>
-<p>The build procedure for Chickadee is the same as for GNU software
-packages, and is not covered here. Please see the files <samp>README</samp>
-and <samp>INSTALL</samp> for additional details.
-</p>
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Requirements.html" accesskey="1">Requirements</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Software needed to build and run Chickadee.
-</td></tr>
-</table>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Invoking-chickadee-bundle.html b/manuals/chickadee/Invoking-chickadee-bundle.html
deleted file mode 100644
index 060c8ad..0000000
--- a/manuals/chickadee/Invoking-chickadee-bundle.html
+++ /dev/null
@@ -1,219 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Invoking chickadee bundle (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Invoking chickadee bundle (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Invoking chickadee bundle (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
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-<span id="Invoking-chickadee-bundle"></span><div class="header">
-<p>
-Previous: <a href="Invoking-chickadee-play.html" accesskey="p" rel="prev">Invoking chickadee play</a>, Up: <a href="Command-Line-Interface.html" accesskey="u" rel="up">Command Line Interface</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Invoking-chickadee-bundle-1"></span><h3 class="section">3.2 Invoking <code>chickadee bundle</code></h3>
-
-<p>Distributing games is difficult. While Chickadee games are free
-software, it would be far too burdensome on the player to ask them to
-compile a game from source in order to try it out. Many potential
-players will simply not even try. Players expect to be able to
-download a compressed archive, extract it, and play. If there are any
-more steps than that then the chances of the game being played drop
-dramatically. If you can&rsquo;t beat &rsquo;em, join &rsquo;em. The
-<code>chickadee bundle</code> tool creates redistributable binary bundles
-by combining the game code and assets with shared libraries and
-executables from the host operating system.
-</p>
-<p>Bundling is currently only supported on Linux. In the future, it may
-be possible to bundle on MacOS. Patches very much welcome for that.
-</p>
-<p>It should be noted that bundling is a problematic way to distribute
-software. All of the libraries that the bundled application includes
-are separated from the distribution that was so carefully making sure
-that they stay up-to-date with regard to security patches. The
-bundled libraries are frozen in time, vulnerabilities and all.
-Unfortunately, the release model used by the most popular
-distributions, while wonderful for stable, mature software, does not
-fit the needs of game distribution at all. So, we compromise, knowing
-that most games are only played for only a short amount of time before
-being disposed. Perhaps, in time, the Linux world will shift to using
-more robust package management solutions such as
-<a href="https://guix.gnu.org">GNU Guix</a> which support long-term
-maintenance of stable software as well as the &ldquo;fire and forget&rdquo;
-nature of game releases. And maybe a game made with Chickadee will
-become so popular that major distributions decide to package it, but
-let&rsquo;s get back to reality.
-</p>
-<p>To get started with bundling, simply add a <samp>bundle.scm</samp> file to
-the root of the project directory. It could look something like this:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-symbol">'</span><span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">asset-directories</span> <span class="syntax-symbol">.</span> <span class="syntax-open">(</span><span class="syntax-string">"images"</span> <span class="syntax-string">"models"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">bundle-name</span> <span class="syntax-symbol">.</span> <span class="syntax-string">"the-legend-of-emacs-1.0"</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">code</span> <span class="syntax-symbol">.</span> <span class="syntax-string">"the-legend-of-emacs.scm"</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">launcher-name</span> <span class="syntax-symbol">.</span> <span class="syntax-string">"the-legend-of-emacs"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>To create the bundle, simply run <code>chickadee bundle</code>. Upon
-success, the file <samp>the-legend-of-emacs-1.0.tar.gz</samp> would be
-created in the current directory.
-</p>
-<p>To maximize the chances that the bundle will work on someone else&rsquo;s
-computer, it&rsquo;s best to build on the oldest supported Linux
-distribution available. As of this writing, Ubuntu 18.04 LTS is a
-good choice.
-</p>
-<p>In addition to including system libraries and executables,
-<code>chickadee bundle</code> also includes the compiled Guile bytecode
-(the <samp>.go</samp> files) for all modules used by the game. The module
-source files are <em>not</em> included, so it&rsquo;s critical that all of the
-modules used by the game have been compiled.
-</p>
-<p>Available options:
-</p>
-<ul>
-<li> <code>asset-directories</code>
-
-<p>A list of directories that hold static game assets such as images or
-audio. Files in these directories will be copied into the bundle
-archive.
-</p>
-</li><li> <code>binary-directories</code>
-
-<p>A list of directories to search for system binaries, such as
-<code>guile</code>. By default, <samp>/usr/bin</samp> is searched.
-</p>
-</li><li> <code>bundle-name</code>
-
-<p>The name of the bundle archive. By default, the name is
-<code>"chickadee-bundle"</code>.
-</p>
-</li><li> <code>launcher-name</code>
-
-<p>The name of the launcher script. By default, the name is
-<code>"launch-game"</code>.
-</p>
-</li><li> <code>libraries</code>
-
-<p>A list of shared libraries to include in the bundle. By default, all
-of the libraries necessary for running Guile, Guile-SDL2, and
-Chickadee are included. This list is compatible with the names given
-to the libraries on Ubuntu, which may be different than on other
-distributions. In such cases, this list will need to be customized.
-See below for more information on the <code>%default-config</code> variable
-that can be of help.
-</p>
-</li><li> <code>library-directories</code>
-
-<p>A list of directories to search for system shared libraries. By
-default, the list contains common directories used by most
-distributions.
-</p>
-</li><li> <code>method</code>
-
-<p>The method by which the game is launched. Can be either <code>play</code>
-or <code>manual</code>. The default is <code>play</code>, which means that
-<code>chickadee play</code> will be used to launch the game. For games
-that do not use <code>chickadee play</code>, opting to start the game
-loop on their own, the <code>manual</code> method should be used.
-</p>
-</li><li> <code>play-args</code>
-
-<p>A list of command line arguments to pass to <code>chickadee play</code>.
-Only used when the <code>method</code> option is set to <code>play</code>.
-</p>
-</li></ul>
-
-<p>Default configuration options, such as the list of C shared libaries,
-can be found in the <code>%default-config</code> variable. This way they
-can be programatically modified, if necessary.
-</p>
-<dl>
-<dt id="index-_0025default_002dconfig">Variable: <strong>%default-config</strong></dt>
-<dd><p>An association list of default configuration options.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Previous: <a href="Invoking-chickadee-play.html" accesskey="p" rel="prev">Invoking chickadee play</a>, Up: <a href="Command-Line-Interface.html" accesskey="u" rel="up">Command Line Interface</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Invoking-chickadee-play.html b/manuals/chickadee/Invoking-chickadee-play.html
deleted file mode 100644
index 786626a..0000000
--- a/manuals/chickadee/Invoking-chickadee-play.html
+++ /dev/null
@@ -1,239 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Invoking chickadee play (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Invoking chickadee play (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Invoking chickadee play (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Command-Line-Interface.html" rel="up" title="Command Line Interface" />
-<link href="Invoking-chickadee-bundle.html" rel="next" title="Invoking chickadee bundle" />
-<link href="Command-Line-Interface.html" rel="prev" title="Command Line Interface" />
-<style type="text/css">
-&lt;!--
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-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
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- body {
- margin: 1rem;
- }
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---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Invoking-chickadee-play"></span><div class="header">
-<p>
-Next: <a href="Invoking-chickadee-bundle.html" accesskey="n" rel="next">Invoking chickadee bundle</a>, Up: <a href="Command-Line-Interface.html" accesskey="u" rel="up">Command Line Interface</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Invoking-chickadee-play-1"></span><h3 class="section">3.1 Invoking <code>chickadee play</code></h3>
-
-<p>The <code>chickadee play</code> command is used to open a window and run
-the Chickadee game contained within a Scheme source file.
-</p>
-<div class="example">
-<pre class="example">chickadee play the-legend-of-emacs.scm
-</pre></div>
-
-<p>In this file, special procedures may be defined to handle various
-events from the game loop:
-</p>
-<ul>
-<li> quit-game
-</li><li> draw
-</li><li> update
-</li><li> key-press
-</li><li> key-release
-</li><li> text-input
-</li><li> mouse-press
-</li><li> mouse-release
-</li><li> mouse-move
-</li><li> mouse-wheel
-</li><li> controller-add
-</li><li> controller-remove
-</li><li> controller-press
-</li><li> controller-release
-</li><li> controller-move
-</li></ul>
-
-<p>See <a href="The-Game-Loop.html">The Game Loop</a> for complete information on all of these
-hooks, such as the arguments that each procedure receives.
-</p>
-<p>In additional to evaluating the specified source file, the directory
-containing that file is added to Guile&rsquo;s load path so that games can
-easily be divided into many different files. Furthermore, that
-directory is entered prior to evaluating the file so that data files
-(images, sounds, etc.) can be loaded relative to the main source file,
-regardless of what the current directory was when <code>chickadee
-play</code> was invoked.
-</p>
-<p>Many aspects of the initial game window and environment can be
-controlled via the following options:
-</p>
-<dl compact="compact">
-<dt><code>--title=<var>title</var></code></dt>
-<dt><code>-t <var>title</var></code></dt>
-<dd>
-<p>Set the window title to <var>title</var>.
-</p>
-</dd>
-<dt><code>--width=<var>width</var></code></dt>
-<dt><code>-w <var>width</var></code></dt>
-<dd>
-<p>Set the window width to <var>width</var> pixels.
-</p>
-</dd>
-<dt><code>--height=<var>height</var></code></dt>
-<dt><code>-h <var>height</var></code></dt>
-<dd>
-<p>Set the window height to <var>height</var> pixels.
-</p>
-</dd>
-<dt><code>--fullscreen</code></dt>
-<dt><code>-f</code></dt>
-<dd>
-<p>Open window in fullscreen mode.
-</p>
-</dd>
-<dt><code>--resizable</code></dt>
-<dt><code>-r</code></dt>
-<dd>
-<p>Make window resizable.
-</p>
-</dd>
-<dt><code>--update-hz=<var>n</var></code></dt>
-<dt><code>-u <var>n</var></code></dt>
-<dd>
-<p>Update the game <var>n</var> times per second.
-</p>
-</dd>
-<dt><code>--clear-color=<var>color</var></code></dt>
-<dt><code>-c <var>color</var></code></dt>
-<dd>
-<p>Set the screen clear color to <var>color</var>, a hex code in the format
-<code>#RRGGBB</code>. For example, to set the clear color to black, pass
-<code>--clear-color=#000000</code>.
-</p>
-</dd>
-<dt><code>--repl</code></dt>
-<dd>
-<p>Launch a REPL in the terminal. This will allow the game environment
-to be debugged and modified without having to stop and restart the
-game after each change.
-</p>
-</dd>
-<dt><code>--repl-server[=<var>port</var>]</code></dt>
-<dd>
-<p>Launch a REPL server on port <var>port</var>, or 37146 by default.
-</p>
-<p><code>telnet localhost 37146</code> (or whatever port number was given)
-will do the trick, but using the <a href="https://www.nongnu.org/geiser/">Geiser</a> extension for Emacs is by far the best way to develop at the
-REPL with Guile. Use <code>M-x connect-to-guile</code> to connect to the
-REPL server.
-</p>
-</dd>
-<dt><code>--language=<var>language</var></code></dt>
-<dd>
-<p>Process the input program using <var>language</var>, the identifier of a
-language within Guile&rsquo;s language tower. By default, unsurprisingly,
-Scheme is used.
-</p>
-<p>For example, to use the neat
-<a href="https://www.draketo.de/software/wisp">Wisp</a> language as an
-alternative to Scheme&rsquo;s parenthetical syntax, pass
-<code>--language=wisp</code>. Wisp is not included with Guile and must be
-installed separately.
-</p>
-</dd>
-<dt><code>-x <var>extension</var></code></dt>
-<dd>
-<p>Add <var>extension</var> to the list of file extensions that Guile will
-load.
-</p>
-<p>For example, Wisp files canonically use the <samp>.w</samp> extension.
-Here&rsquo;s what a &ldquo;hello, world&rdquo; Chickadee program looks like in Wisp:
-</p>
-<div class="example">
-<pre class="example">define : draw alpha
- draw-text "Hello, world!" : vec2 260.0 240.0
-</pre></div>
-
-<p>Assuming the above code is saved to a <samp>hello.w</samp> file,
-<code>chickadee play</code> be invoked as follows:
-</p>
-<div class="example">
-<pre class="example">chickadee play --language=wisp -x .w hello.w
-</pre></div>
-
-</dd>
-</dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Invoking-chickadee-bundle.html" accesskey="n" rel="next">Invoking chickadee bundle</a>, Up: <a href="Command-Line-Interface.html" accesskey="u" rel="up">Command Line Interface</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Kernel.html b/manuals/chickadee/Kernel.html
deleted file mode 100644
index da55234..0000000
--- a/manuals/chickadee/Kernel.html
+++ /dev/null
@@ -1,106 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Kernel (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Kernel (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Kernel (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="API-Reference.html" rel="up" title="API Reference" />
-<link href="The-Game-Loop.html" rel="next" title="The Game Loop" />
-<link href="API-Reference.html" rel="prev" title="API Reference" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Kernel"></span><div class="header">
-<p>
-Next: <a href="Math.html" accesskey="n" rel="next">Math</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Kernel-1"></span><h3 class="section">5.1 Kernel</h3>
-
-<p>This section of the manual covers the foundation of Chickadee: The
-game loop and desktop environment interaction.
-</p>
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="The-Game-Loop.html" accesskey="1">The Game Loop</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">The core event loop.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Input-Devices.html" accesskey="2">Input Devices</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Mouse, keyboard, controller input.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Window-Manipulation.html" accesskey="3">Window Manipulation</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Inspect and modify the graphical window.
-</td></tr>
-</table>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Lights.html b/manuals/chickadee/Lights.html
deleted file mode 100644
index 4ae75ff..0000000
--- a/manuals/chickadee/Lights.html
+++ /dev/null
@@ -1,212 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
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-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Lights (The Chickadee Game Toolkit)</title>
-
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-<link href="Graphics.html" rel="up" title="Graphics" />
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- body {
- margin-left: 6rem;
- margin-right: 4rem;
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- }
-}
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- body {
- margin: 1rem;
- }
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-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Lights"></span><div class="header">
-<p>
-Next: <a href="Skyboxes.html" accesskey="n" rel="next">Skyboxes</a>, Previous: <a href="Models.html" accesskey="p" rel="prev">Models</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Lights-1"></span><h4 class="subsection">5.3.9 Lights</h4>
-
-<p>The <code>(chickadee graphics light)</code> module provides a data type for
-dynamic lights that can be used to light 3D objects (such as
-<a href="Models.html">Models</a> or <a href="Meshes.html">Meshes</a>.)
-</p>
-<p>There are 3 types of dynamic lights:
-</p>
-<ul>
-<li> point light:
-Emits light in all directions from a specific point in space, like a
-light bulb.
-</li><li> directional light:
-Emits light of a constant intensity in a direction, like sunlight.
-</li><li> spot light:
-Emits a cone of light in a direction, like a flashlight.
-</li></ul>
-
-<dl>
-<dt id="index-make_002dpoint_002dlight">Procedure: <strong>make-point-light</strong> <em>[#:position (vec3 0 0 0)] [#:color black] [#:intensity 1]</em></dt>
-<dd>
-<p>Return a new point light located at <var>position</var> that emits
-<var>color</var> light.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002ddirectional_002dlight">Procedure: <strong>make-directional-light</strong> <em>[#:direction (vec3 0 -1 0)] [#:color black] [#:intensity 1]</em></dt>
-<dd>
-<p>Return a new directional light that emits <var>color</var> light in
-<var>direction</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dspot_002dlight">Procedure: <strong>make-spot-light</strong> <em>[#:position (vec3 0 0 0)] [#:direction (vec3 0 -1 0)] [#:color black] [#:cut-off <em>Ï€/4</em>] [#:intensity 1]</em></dt>
-<dd>
-<p>Return a new spot light located at <var>position</var> that emits
-<var>color</var> light in <var>direction</var> in a cone that cuts off at
-<var>cut-off</var> radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-point_002dlight_003f">Procedure: <strong>point-light?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a point light.
-</p></dd></dl>
-
-<dl>
-<dt id="index-directional_002dlight_003f">Procedure: <strong>directional-light?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a directional light.
-</p></dd></dl>
-
-<dl>
-<dt id="index-spot_002dlight_003f">Procedure: <strong>spot-light?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a spot light.
-</p></dd></dl>
-
-<dl>
-<dt id="index-light_002dtype">Procedure: <strong>light-type</strong> <em>light</em></dt>
-<dd><p>Return the type of <var>light</var>, one of:
-</p>
-<ul>
-<li> point
-</li><li> directional
-</li><li> spot
-</li></ul>
-
-</dd></dl>
-
-<dl>
-<dt id="index-light_002dcolor">Procedure: <strong>light-color</strong> <em>light</em></dt>
-<dd><p>Return the color of <var>light</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-light_002dintensity">Procedure: <strong>light-intensity</strong> <em>light</em></dt>
-<dd><p>Return the intensity of <var>light</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-light_002dposition">Procedure: <strong>light-position</strong> <em>light</em></dt>
-<dd><p>Return the position of <var>light</var>. The value is irrelevant for
-directional lights.
-</p></dd></dl>
-
-<dl>
-<dt id="index-light_002ddirection">Procedure: <strong>light-direction</strong> <em>light</em></dt>
-<dd><p>Return the direction of <var>light</var>. The value is irrelevant for
-point lights.
-</p></dd></dl>
-
-<dl>
-<dt id="index-light_002dcut_002doff">Procedure: <strong>light-cut-off</strong> <em>light</em></dt>
-<dd><p>Return the cosine of the cut off angle of <var>light</var>. The value is
-only relevant for spot lights.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dlight_002dcolor_0021">Procedure: <strong>set-light-color!</strong> <em>light color</em></dt>
-<dd><p>Set the color of <var>light</var> to <var>color</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dlight_002dposition_0021">Procedure: <strong>set-light-position!</strong> <em>light position</em></dt>
-<dd><p>Set the position of <var>light</var> to <var>position</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dlight_002ddirection_0021">Procedure: <strong>set-light-direction!</strong> <em>light direction</em></dt>
-<dd><p>Set the direction of <var>light</var> to <var>direction</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dlight_002dcut_002doff_0021">Procedure: <strong>set-light-cut-off!</strong> <em>light cut-off</em></dt>
-<dd><p>Set the cut off angle of <var>light</var> to <var>cut-off</var>.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Skyboxes.html" accesskey="n" rel="next">Skyboxes</a>, Previous: <a href="Models.html" accesskey="p" rel="prev">Models</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Live-Coding.html b/manuals/chickadee/Live-Coding.html
deleted file mode 100644
index e34b29e..0000000
--- a/manuals/chickadee/Live-Coding.html
+++ /dev/null
@@ -1,133 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Live Coding (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Live Coding (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Live Coding (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="index.html" rel="up" title="Top" />
-<link href="API-Reference.html" rel="next" title="API Reference" />
-<link href="Invoking-chickadee-bundle.html" rel="prev" title="Invoking chickadee bundle" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
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-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
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- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Live-Coding"></span><div class="header">
-<p>
-Next: <a href="API-Reference.html" accesskey="n" rel="next">API Reference</a>, Previous: <a href="Command-Line-Interface.html" accesskey="p" rel="prev">Command Line Interface</a>, Up: <a href="index.html" accesskey="u" rel="up">Top</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Live-Coding-1"></span><h2 class="chapter">4 Live Coding</h2>
-
-<p>One of the biggest appeals of any Lisp dialect is the ability to use
-the &ldquo;read-eval-print loop&rdquo; (REPL for short) to build programs
-iteratively and interactively while the program is running. However,
-programs that run in an event loop and respond to user input (such as
-a game using the Chickadee library!) require special care for this
-workflow to be pleasant.
-</p>
-<p>If you are using the <code>chickadee play</code> command to run your
-game, then the <code>--repl</code> or <code>--repl-server</code> arguments are all
-you need to get a live coding environment running.
-</p>
-<p>If, however, you are using <code>run-game</code> to start the game loop then
-it&rsquo;s still fairly easy to hook up a special kind of REPL by yourself.
-</p>
-<p>First, create a cooperative REPL server (It&rsquo;s important to use Guile&rsquo;s
-cooperative REPL server instead of the standard REPL server in
-<code>(system repl server)</code> to avoid thread synchronization issues).
-Then, in the game loop&rsquo;s update procedure, call
-<code>poll-coop-repl-server</code> and pass the REPL object. Here is a
-template to follow:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">use-modules</span> <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">system</span> <span class="syntax-symbol">repl</span> <span class="syntax-symbol">coop-server</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">repl</span> <span class="syntax-open">(</span><span class="syntax-symbol">spawn-coop-repl-server</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">update</span> <span class="syntax-symbol">dt</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">poll-coop-repl-server</span> <span class="syntax-symbol">repl</span><span class="syntax-close">)</span>
- <span class="syntax-symbol">...</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-symbol">run-game</span> <span class="syntax-keyword">#:update</span> <span class="syntax-symbol">update</span> <span class="syntax-symbol">...</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>To use the REPL, connect to it via port 37146. Telnet will do the
-trick, but using the <a href="https://www.nongnu.org/geiser/">Geiser</a>
-extension for Emacs is by far the best way to develop at the REPL with
-Guile. Use <code>M-x connect-to-guile</code> to connect to the REPL server.
-</p>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Math.html b/manuals/chickadee/Math.html
deleted file mode 100644
index 7b6456c..0000000
--- a/manuals/chickadee/Math.html
+++ /dev/null
@@ -1,116 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Math (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Math (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Math (The Chickadee Game Toolkit)" />
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-<meta name="Generator" content="makeinfo" />
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-<link href="Index.html" rel="index" title="Index" />
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-<link href="API-Reference.html" rel="up" title="API Reference" />
-<link href="Basics.html" rel="next" title="Basics" />
-<link href="Window-Manipulation.html" rel="prev" title="Window Manipulation" />
-<style type="text/css">
-&lt;!--
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-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Math"></span><div class="header">
-<p>
-Next: <a href="Graphics.html" accesskey="n" rel="next">Graphics</a>, Previous: <a href="Kernel.html" accesskey="p" rel="prev">Kernel</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Math-1"></span><h3 class="section">5.2 Math</h3>
-
-<p>Chickadee contains data types and procedures for performing the most
-common computations in video game simulations such as linear algebra
-with vectors and matrices and axis-aligned bounding box collision
-detection.
-</p>
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Basics.html" accesskey="1">Basics</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Commonly used, miscellaneous things.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Vectors.html" accesskey="2">Vectors</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Euclidean vectors.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Rectangles.html" accesskey="3">Rectangles</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Axis-aligned bounding boxes.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Matrices.html" accesskey="4">Matrices</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Transformation matrices.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Quaternions.html" accesskey="5">Quaternions</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Rotations about an arbitrary axis.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Easings.html" accesskey="6">Easings</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Easing functions for interesting animations.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Bezier-Curves.html" accesskey="7">Bezier Curves</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Cubic Bezier curves and paths in 2D space.
-</td></tr>
-</table>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Matrices.html b/manuals/chickadee/Matrices.html
deleted file mode 100644
index bf65917..0000000
--- a/manuals/chickadee/Matrices.html
+++ /dev/null
@@ -1,409 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Matrices (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Matrices (The Chickadee Game Toolkit)" />
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-<link href="Math.html" rel="up" title="Math" />
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-<span id="Matrices"></span><div class="header">
-<p>
-Next: <a href="Quaternions.html" accesskey="n" rel="next">Quaternions</a>, Previous: <a href="Rectangles.html" accesskey="p" rel="prev">Rectangles</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Matrices-1"></span><h4 class="subsection">5.2.4 Matrices</h4>
-
-<p>The <code>(chickadee math matrix)</code> module provides an interface for
-working with the most common type of matrices in game development: 4x4
-transformation matrices.
-</p>
-<p><em>Another Note About Performance</em>
-</p>
-<p>Much like the vector API, the matrix API is commonly used in
-performance critical code paths. In order to reduce the amount of
-garbage generated and improve matrix multiplication performance, there
-are many procedures that perform in-place modifications of matrix
-objects.
-</p>
-<span id="g_t3x3-Matrices"></span><h4 class="subsubsection">5.2.4.1 3x3 Matrices</h4>
-
-<dl>
-<dt id="index-make_002dmatrix3">Procedure: <strong>make-matrix3</strong> <em>aa ab ac ba bb bc ca cb cc</em></dt>
-<dd><p>Return a new 3x3 initialized with the given 9 values in column-major
-format.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dnull_002dmatrix3">Procedure: <strong>make-null-matrix3</strong></dt>
-<dd><p>Return a new 3x3 matrix with all values initialized to 0.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002didentity_002dmatrix3">Procedure: <strong>make-identity-matrix3</strong></dt>
-<dd><p>Return a new 3x3 identity matrix. Any matrix multiplied by the
-identity matrix yields the original matrix. This procedure is
-equivalent to the following code:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">make-matrix3</span> <span class="syntax-symbol">1</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">0</span>
- <span class="syntax-symbol">0</span> <span class="syntax-symbol">1</span> <span class="syntax-symbol">0</span>
- <span class="syntax-symbol">0</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span>
-</pre></div>
-
-</dd></dl>
-
-<dl>
-<dt id="index-matrix3_003f">Procedure: <strong>matrix3?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a 3x3 matrix.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_003d">Procedure: <strong>matrix3=</strong> <em>m1 m2</em></dt>
-<dd><p>Return <code>#t</code> if <var>m1</var> is the same matrix as <var>m2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dcopy">Procedure: <strong>matrix3-copy</strong> <em>matrix</em></dt>
-<dd><p>Return a new 3x3 matrix that is a copy of <var>matrix</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002a">Procedure: <strong>matrix3*</strong> <em>. matrices</em></dt>
-<dd><p>Return a new 3x3 matrix containing the product of multiplying all of
-the given <var>matrices</var>.
-</p>
-<p>Note: Remember that matrix multiplication is <strong>not</strong> commutative!
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dtranslate">Procedure: <strong>matrix3-translate</strong> <em>v</em></dt>
-<dd><p>Return a new 3x3 matrix that represents a translation by <var>v</var>, a 2D
-vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dscale">Procedure: <strong>matrix3-scale</strong> <em>s</em></dt>
-<dd><p>Return a new 3x3 matrix that represents a scaling along the x and y
-axes by the scaling factor <var>s</var>, a number or 2D vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002drotate">Procedure: <strong>matrix3-rotate</strong> <em>angle</em></dt>
-<dd><p>Return a new 3x3 matrix that represents a rotation by <var>angle</var>
-radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dtransform">Procedure: <strong>matrix3-transform</strong> <em>matrix v</em></dt>
-<dd><p>Return a new 2D vector that is <var>v</var> as transformed by the 3x3
-matrix <var>matrix</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dinverse">Procedure: <strong>matrix3-inverse</strong> <em>matrix</em></dt>
-<dd><p>Return the inverse of <var>matrix</var>.
-</p></dd></dl>
-
-<p>The following procedures perform in-place, destructive updates to 3x3
-matrix objects:
-</p>
-<dl>
-<dt id="index-matrix3_002dcopy_0021">Procedure: <strong>matrix3-copy!</strong> <em>src dest</em></dt>
-<dd><p>Copy the contents of matrix <var>src</var> to <var>dest</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002didentity_0021">Procedure: <strong>matrix3-identity!</strong> <em>matrix</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain the identity matrix.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dmult_0021">Procedure: <strong>matrix3-mult!</strong> <em>dest a b</em></dt>
-<dd><p>Multiply the 3x3 matrix <var>a</var> by the 3x3 matrix <var>b</var> and store
-the result in the 3x3 matrix <var>dest</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dtranslate_0021">Procedure: <strong>matrix3-translate!</strong> <em>matrix v</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain a translation by <var>v</var>, a 2D
-vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dscale_0021">Procedure: <strong>matrix3-scale!</strong> <em>matrix s</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain a scaling along the x and y
-axes by the scaling factor <var>s</var>, a number or 2D vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002drotate_0021">Procedure: <strong>matrix3-rotate!</strong> <em>matrix angle</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain a rotation by <var>angle</var>
-radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dtransform_0021">Procedure: <strong>matrix3-transform!</strong> <em>matrix v</em></dt>
-<dd><p>Modify the 2D vector <var>v</var> in-place to contain <var>v</var> as
-transformed by the 3x3 matrix <var>matrix</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix3_002dinverse_0021">Procedure: <strong>matrix3-inverse!</strong> <em>matrix target</em></dt>
-<dd><p>Compute the inverse of <var>matrix</var> and store the results in
-<var>target</var>.
-</p></dd></dl>
-
-<span id="g_t4x4-Matrices"></span><h4 class="subsubsection">5.2.4.2 4x4 Matrices</h4>
-
-<dl>
-<dt id="index-make_002dmatrix4">Procedure: <strong>make-matrix4</strong> <em>aa ab ac ad ba bb bc bd ca cb cc cd da db dc dd</em></dt>
-<dd>
-<p>Return a new 4x4 matrix initialized with the given 16 values in
-column-major format.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dnull_002dmatrix4">Procedure: <strong>make-null-matrix4</strong></dt>
-<dd><p>Return a new 4x4 matrix with all values initialized to 0.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002didentity_002dmatrix4">Procedure: <strong>make-identity-matrix4</strong></dt>
-<dd><p>Return a new 4x4 identity matrix. Any matrix multiplied by the
-identity matrix yields the original matrix. This procedure is
-equivalent to the following code:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">make-matrix4</span> <span class="syntax-symbol">1</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">0</span>
- <span class="syntax-symbol">0</span> <span class="syntax-symbol">1</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">0</span>
- <span class="syntax-symbol">0</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">1</span> <span class="syntax-symbol">0</span>
- <span class="syntax-symbol">0</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span>
-</pre></div>
-
-</dd></dl>
-
-<dl>
-<dt id="index-matrix4_003f">Procedure: <strong>matrix4?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a 4x4 matrix.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_003d">Procedure: <strong>matrix4=</strong> <em>m1 m2</em></dt>
-<dd><p>Return <code>#t</code> if <var>m1</var> is the same matrix as <var>m2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dcopy">Procedure: <strong>matrix4-copy</strong> <em>matrix</em></dt>
-<dd><p>Return a new 4x4 matrix that is a copy of <var>matrix</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002a">Procedure: <strong>matrix4*</strong> <em>. matrices</em></dt>
-<dd><p>Return a new 4x4 matrix containing the product of multiplying all of
-the given <var>matrices</var>.
-</p>
-<p>Note: Remember that matrix multiplication is <strong>not</strong> commutative!
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dinverse">Procedure: <strong>matrix4-inverse</strong> <em>matrix</em></dt>
-<dd><p>Return the inverse of <var>matrix</var>.
-</p>
-<p>A matrix multiplied by its inverse is the identity matrix, thought not
-always exactly due to the nature of floating point numbers.
-</p></dd></dl>
-
-<dl>
-<dt id="index-orthographic_002dprojection">Procedure: <strong>orthographic-projection</strong> <em>left right top bottom near far</em></dt>
-<dd>
-<p>Return a new 4x4 matrix that represents an orthographic (2D)
-projection for the horizontal clipping plane <var>top</var> and
-<var>bottom</var>, the vertical clipping plane <var>top</var> and <var>bottom</var>,
-and the depth clipping plane <var>near</var> and <var>far</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-perspective_002dprojection">Procedure: <strong>perspective-projection</strong> <em>fov aspect-ratio near far</em></dt>
-<dd>
-<p>Return a new 4x4 matrix that represents a perspective (3D) projection
-with a field of vision of <var>fov</var> radians, an aspect ratio of
-<var>aspect-ratio</var>, and a depth clipping plane defined by <var>near</var>
-and <var>far</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dtranslate">Procedure: <strong>matrix4-translate</strong> <em>x</em></dt>
-<dd><p>Return a new 4x4 matrix that represents a translation by <var>x</var>, a 2D
-vector, a 3D vector, or a rectangle (in which case the bottom-left
-corner of the rectangle is used).
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dscale">Procedure: <strong>matrix4-scale</strong> <em>s</em></dt>
-<dd><p>Return a new 4x4 matrix that represents a scaling along the X, Y, and
-Z axes by the scaling factor <var>s</var>, a real number.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002drotate">Procedure: <strong>matrix4-rotate</strong> <em>q</em></dt>
-<dd><p>Return a new 4x4 matrix that represents a rotation about an arbitrary
-axis defined by the quaternion <var>q</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002drotate_002dz">Procedure: <strong>matrix4-rotate-z</strong> <em>theta</em></dt>
-<dd><p>Return a new 4x4 matrix that represents a rotation about the Z axis by
-<var>theta</var> radians.
-</p></dd></dl>
-
-<p>The following procedures perform in-place, destructive updates to 4x4
-matrix objects:
-</p>
-<dl>
-<dt id="index-matrix4_002dcopy_0021">Procedure: <strong>matrix4-copy!</strong> <em>src dest</em></dt>
-<dd><p>Copy the contents of matrix <var>src</var> to <var>dest</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002didentity_0021">Procedure: <strong>matrix4-identity!</strong> <em>matrix</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain the identity matrix.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dmult_0021">Procedure: <strong>matrix4-mult!</strong> <em>dest a b</em></dt>
-<dd><p>Multiply the 4x4 matrix <var>a</var> by the 4x4 matrix <var>b</var> and store
-the result in the 4x4 matrix <var>dest</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dinverse_0021">Procedure: <strong>matrix4-inverse!</strong> <em>matrix target</em></dt>
-<dd><p>Compute the inverse of <var>matrix</var> and store the result in
-<var>target</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dtranslate_0021">Procedure: <strong>matrix4-translate!</strong> <em>matrix x</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain a translation by <var>x</var>, a 2D
-vector, a 3D vector, or a rectangle (in which case the bottom-left
-corner of the rectangle is used).
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dscale_0021">Procedure: <strong>matrix4-scale!</strong> <em>matrix s</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain a scaling along the X, Y, and
-Z axes by the scaling factor <var>s</var>, a real number.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002drotate_0021">Procedure: <strong>matrix4-rotate!</strong> <em>matrix q</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain a rotation about an arbitrary
-axis defined by the quaternion <var>q</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002drotate_002dz_0021">Procedure: <strong>matrix4-rotate-z!</strong> <em>matrix theta</em></dt>
-<dd><p>Modify <var>matrix</var> in-place to contain a rotation about the Z axis by
-<var>theta</var> radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002d2d_002dtransform_0021">Procedure: <strong>matrix4-2d-transform!</strong> <em>matrix [#:origin] [#:position] [#:rotation] [#:scale] [#:shear]</em></dt>
-<dd>
-<p>Modify <var>matrix</var> in-place to contain the transformation described
-by <var>position</var>, a 2D vector or rectangle, <var>rotation</var>, a scalar
-representing a rotation about the Z axis, <var>scale</var>, a 2D vector,
-and <var>shear</var>, a 2D vector. The transformation happens with respect
-to <var>origin</var>, a 2D vector. If an argument is not provided, that
-particular transformation will not be included in the result.
-</p></dd></dl>
-
-<dl>
-<dt id="index-matrix4_002dtransform_0021">Procedure: <strong>matrix4-transform!</strong> <em>matrix v</em></dt>
-<dd><p>Modify the 2D vector <var>v</var> in-place by multiplying it by the 4x4
-matrix <var>matrix</var>.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Quaternions.html" accesskey="n" rel="next">Quaternions</a>, Previous: <a href="Rectangles.html" accesskey="p" rel="prev">Rectangles</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
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-
-</body>
-</html>
diff --git a/manuals/chickadee/Meshes.html b/manuals/chickadee/Meshes.html
deleted file mode 100644
index 7e66c4d..0000000
--- a/manuals/chickadee/Meshes.html
+++ /dev/null
@@ -1,413 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
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-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Meshes (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Meshes (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Meshes (The Chickadee Game Toolkit)" />
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-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Buffers.html" rel="next" title="Buffers" />
-<link href="Skyboxes.html" rel="prev" title="Skyboxes" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Meshes"></span><div class="header">
-<p>
-Next: <a href="Buffers.html" accesskey="n" rel="next">Buffers</a>, Previous: <a href="Skyboxes.html" accesskey="p" rel="prev">Skyboxes</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Meshes-1"></span><h4 class="subsection">5.3.11 Meshes</h4>
-
-<p>The <code>(chickadee graphics mesh)</code> modules provides procedures for
-programmatically creating 3D objects (to load 3D models from a file on
-disk, see <a href="#Meshes">Meshes</a>.)
-</p>
-<span id="Materials"></span><h4 class="subsubsection">5.3.11.1 Materials</h4>
-
-<p>Before we talk about meshes themselves, let&rsquo;s discuss &ldquo;materials.&rdquo;
-Materials control the appearance of 3D objects. Whether an object
-appears like a rough rock, a smooth and shiny metal, etc. depends on
-the material that is applied to it. Different types of materials use
-different lighting models. Chickadee supports two lighting models:
-The classic Blinn-Phong model and a more modern physically based
-rendering (PBR) model.
-</p>
-<p>All materials share some common data:
-</p>
-<dl>
-<dt id="index-material_003f">Procedure: <strong>material?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a material.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dname">Procedure: <strong>material-name</strong> <em>material</em></dt>
-<dd><p>Return the name of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dshader">Procedure: <strong>material-shader</strong> <em>material</em></dt>
-<dd><p>Return the shader of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dblend_002dmode">Procedure: <strong>material-blend-mode</strong> <em>material</em></dt>
-<dd><p>Return the blend mode of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dpolygon_002dmode">Procedure: <strong>material-polygon-mode</strong> <em>material</em></dt>
-<dd><p>Return the polygon mode of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dcull_002dface_002dmode">Procedure: <strong>material-cull-face-mode</strong> <em>material</em></dt>
-<dd><p>Return the cull face mode of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002ddepth_002dtest">Procedure: <strong>material-depth-test</strong> <em>material</em></dt>
-<dd><p>Return the depth test of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dstencil_002dtest">Procedure: <strong>material-stencil-test</strong> <em>material</em></dt>
-<dd><p>Return the stencil test of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dmultisample_003f">Procedure: <strong>material-multisample?</strong> <em>material</em></dt>
-<dd><p>Return <code>#t</code> if <var>material</var> uses multisampling.
-</p></dd></dl>
-
-<p>Materials support 5 textures. What each texture is used for depends
-on the lighting model.
-</p>
-<dl>
-<dt id="index-material_002dtexture_002d0">Procedure: <strong>material-texture-0</strong> <em>material</em></dt>
-<dd><p>Return the first texture of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dtexture_002d1">Procedure: <strong>material-texture-1</strong> <em>material</em></dt>
-<dd><p>Return the second texture of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dtexture_002d2">Procedure: <strong>material-texture-2</strong> <em>material</em></dt>
-<dd><p>Return the third texture of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dtexture_002d3">Procedure: <strong>material-texture-3</strong> <em>material</em></dt>
-<dd><p>Return the fourth texture of <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-material_002dtexture_002d4">Procedure: <strong>material-texture-4</strong> <em>material</em></dt>
-<dd><p>Return the fifth texture of <var>material</var>.
-</p></dd></dl>
-
-<p>For all data that is specific to the lighting model, materials have a
-&ldquo;properties&rdquo; field.
-</p>
-<dl>
-<dt id="index-material_002dproperties">Procedure: <strong>material-properties</strong> <em>material</em></dt>
-<dd><p>Return the lighting model specific properties of <var>material</var>.
-</p></dd></dl>
-
-<span id="Blinn_002dPhong-Materials"></span><h4 class="subsubsection">5.3.11.2 Blinn-Phong Materials</h4>
-
-<p>The <code>(chickadee graphics phong)</code> module has the Blinn-Phong
-lighting model:
-</p>
-<dl>
-<dt id="index-make_002dphong_002dmaterial">Procedure: <strong>make-phong-material</strong> <em>[#:name "anonymous"] [#:blend-mode] [#:polygon-mode] [#:cull-face-mode] [#:depth-test] [#:stencil-test] [#:multisample? #f] [#:ambient-factor (vec3 1 1 1)] [#:diffuse-factor (vec3 1 1 1)] [#:specular-factor (vec3 1 1 1)] [#:shininess 32] [#:ambient-texture] [#:diffuse-texture] [#:specular-texture] [#:normal-texture]</em></dt>
-<dd>
-<p>Return a new Blinn-Phong material.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dphong_002dproperties">Procedure: <strong>make-phong-properties</strong> <em>[#:ambient] [#:diffuse] [#:specular] [#:shininess]</em></dt>
-<dd>
-<p>Return a new Blinn-Phong properties object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-phong_002dproperties_003f">Procedure: <strong>phong-properties?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a Blinn-Phong properties object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-phong_002dproperties_002dambient">Procedure: <strong>phong-properties-ambient</strong> <em>properties</em></dt>
-<dd><p>Return the ambient factor of <var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-phong_002dproperties_002ddiffuse">Procedure: <strong>phong-properties-diffuse</strong> <em>properties</em></dt>
-<dd><p>Return the diffuse factor of <var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-phong_002dproperties_002dspecular">Procedure: <strong>phong-properties-specular</strong> <em>properties</em></dt>
-<dd><p>Return the specular factor of <var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-phong_002dproperties_002dshininess">Procedure: <strong>phong-properties-shininess</strong> <em>properties</em></dt>
-<dd><p>Return the shininess factor of <var>properties</var>.
-</p></dd></dl>
-
-<span id="PBR-Materials"></span><h4 class="subsubsection">5.3.11.3 PBR Materials</h4>
-
-<p>The <code>(chickadee graphics pbr)</code> module has the PBR lighting model:
-</p>
-<dl>
-<dt id="index-make_002dpbr_002dmaterial">Procedure: <strong>make-pbr-material</strong> <em>[#:name "anonymous"] [#:blend-mode] [#:polygon-mode] [#:cull-face-mode] [#:depth-test] [#:stencil-test] [#:multisample? #f] [#:base-color-factor (vec3 1 1 1)] [#:base-color-texcoord 0] [#:metallic-factor 1.0] [#:roughness-factor 1.0] [#:metallic-roughness-texcoord 0] [#:normal-texcoord 0] [#:occlusion-texcoord 0] [#:emissive-factor (vec3 1 1 1)] [#:emissive-texcoord 0] [#:alpha-mode opaque] [#:alpha-cutoff 0.5] [#:base-color-texture] [#:metallic-roughness-texture] [#:normal-texture] [#:occlusion-texture] [#:emissive-texture]</em></dt>
-<dd>
-<p>Return a new PBR material.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dpbr_002dproperties">Procedure: <strong>make-pbr-properties</strong> <em>[#:base-color-factor] [#:base-color-texcoord] [#:metallic-factor] [#:roughness-factor] [#:metallic-roughness-texcoord] [#:normal-texcoord] [#:occlusion-texcoord] [#:emissive-factor] [#:emissive-texcoord] [#:alpha-mode] [#:alpha-cutoff]</em></dt>
-<dd>
-<p>Return a new PBR properties object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_003f">Procedure: <strong>pbr-properties?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a PBR properties object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002dbase_002dcolor_002dfactor">Procedure: <strong>pbr-properties-base-color-factor</strong> <em>properties</em></dt>
-<dd><p>Return the base color factor of <var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002dbase_002dcolor_002dtexcoord">Procedure: <strong>pbr-properties-base-color-texcoord</strong> <em>properties</em></dt>
-<dd><p>Return the base color texture coordinate attribute index of
-<var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002dmetallic_002dfactor">Procedure: <strong>pbr-properties-metallic-factor</strong> <em>properties</em></dt>
-<dd><p>Return the metallic factor of <var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002droughness">Procedure: <strong>pbr-properties-roughness</strong> <em>properties</em></dt>
-<dd><p>Return the roughness factor of <var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002dmetallic_002droughness_002dtexcoord">Procedure: <strong>pbr-properties-metallic-roughness-texcoord</strong> <em>properties</em></dt>
-<dd><p>Return the metallic-roughness texture coordinate attribute index of
-<var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002dnormal_002dtexcoord">Procedure: <strong>pbr-properties-normal-texcoord</strong> <em>properties</em></dt>
-<dd><p>Return the normal texture coordinate attribute index of
-<var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002docclusion_002dtexcoord">Procedure: <strong>pbr-properties-occlusion-texcoord</strong> <em>properties</em></dt>
-<dd><p>Return the ambient occlusion texture coordinate attribute index of
-<var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002demissive_002dfactor">Procedure: <strong>pbr-properties-emissive-factor</strong> <em>properties</em></dt>
-<dd><p>Return the emissive factor of <var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002demissive_002dtexcoord">Procedure: <strong>pbr-properties-emissive-texcoord</strong> <em>properties</em></dt>
-<dd><p>Return the emissive texture coordinate attribute index of
-<var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002dalpha_002dmode">Procedure: <strong>pbr-properties-alpha-mode</strong> <em>properties</em></dt>
-<dd><p>Return the alpha mode of <var>properties</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pbr_002dproperties_002dalpha_002dcutoff">Procedure: <strong>pbr-properties-alpha-cutoff</strong> <em>properties</em></dt>
-<dd><p>Return the alpha cutoff threshold of <var>properties</var>.
-</p></dd></dl>
-
-<span id="Primitives-and-Meshes"></span><h4 class="subsubsection">5.3.11.4 Primitives and Meshes</h4>
-
-<p>A mesh is a collection of &ldquo;primitives,&rdquo; so we should discuss those
-next. A primitive contains vertex data and a material.
-</p>
-<dl>
-<dt id="index-make_002dprimitive">Procedure: <strong>make-primitive</strong> <em>name vertex-array material</em></dt>
-<dd><p>Return a new primitive named <var>name</var> that renders
-<var>vertex-array</var> (see <a href="Buffers.html">Buffers</a>) using <var>material</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-primitive_003f">Procedure: <strong>primitive?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a primitive.
-</p></dd></dl>
-
-<dl>
-<dt id="index-primitive_002dname">Procedure: <strong>primitive-name</strong> <em>primitive</em></dt>
-<dd><p>Return the name of <var>primitive</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-primitive_002dvertex_002darray">Procedure: <strong>primitive-vertex-array</strong> <em>primitive</em></dt>
-<dd><p>Return the vertex array of <var>primitive</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-primitive_002dmaterial">Procedure: <strong>primitive-material</strong> <em>primitive</em></dt>
-<dd><p>Return the material of <var>primitive</var>.
-</p></dd></dl>
-
-<p>Okay, now we can talk about meshes, which are just a glorified list of
-primitive objects.
-</p>
-<dl>
-<dt id="index-make_002dmesh">Procedure: <strong>make-mesh</strong> <em>name primitives</em></dt>
-<dd><p>Return a new mesh named <var>name</var> that is composed of the list
-<var>primitives</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-mesh_003f">Procedure: <strong>mesh?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a mesh.
-</p></dd></dl>
-
-<dl>
-<dt id="index-mesh_002dname">Procedure: <strong>mesh-name</strong> <em>mesh</em></dt>
-<dd><p>Return the name of <var>mesh</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-mesh_002dprimitives">Procedure: <strong>mesh-primitives</strong> <em>mesh</em></dt>
-<dd><p>Return the list of primitives for <var>mesh</var>.
-</p></dd></dl>
-
-<p>The mesh module also conveniently provides procedures to build several
-basic 3D shapes.
-</p>
-<dl>
-<dt id="index-make_002dplane">Procedure: <strong>make-plane</strong> <em>length width material</em></dt>
-<dd><p>Return a new mesh that forms a flat plane on the XZ axis that is
-<var>width</var> units long along the X axis and <var>length</var> units long
-along the Z axis.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dtesselated_002dplane">Procedure: <strong>make-tesselated-plane</strong> <em>length width resolution material</em></dt>
-<dd><p>Return a new mesh that forms a tesselated plane on the XZ axis that is
-<var>width</var> units long along the X axis and <var>length</var> units long
-along the Z axis.
-</p>
-<p>A regular plane is a single rectangle, but a tesselated plane is
-subdivided into many smaller rectangles by <var>resolution</var>. This
-allows for transforming the vertices in a shader to achieve effects
-such as waves in water or mountainous terrain.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dcube">Procedure: <strong>make-cube</strong> <em>size material</em></dt>
-<dd><p>Return a new mesh that forms a cube that is <var>size</var> units big.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dsphere">Procedure: <strong>make-sphere</strong> <em>radius material [#:quality 2]</em></dt>
-<dd><p>Return a new mesh that forms a sphere that has a radius of
-<var>radius</var> units. Since 3D models are composed of triangles, the
-quality of a sphere is entirely dependent upon how many triangles are
-used to appromixate the shape. The higher the value of <var>quality</var>,
-the better the appromixation, but the more time it will take to
-generate and the more expensive it will be to draw. The number of
-triangles in the resulting sphere increases exponentially with each
-increment to <var>quality</var>.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Buffers.html" accesskey="n" rel="next">Buffers</a>, Previous: <a href="Skyboxes.html" accesskey="p" rel="prev">Skyboxes</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Models.html b/manuals/chickadee/Models.html
deleted file mode 100644
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+++ /dev/null
@@ -1,167 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Models (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Models (The Chickadee Game Toolkit)" />
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-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Lights.html" rel="next" title="Lights" />
-<link href="Tile-Maps.html" rel="prev" title="Tile Maps" />
-<style type="text/css">
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-<body lang="en">
-<span id="Models"></span><div class="header">
-<p>
-Next: <a href="Lights.html" accesskey="n" rel="next">Lights</a>, Previous: <a href="Tile-Maps.html" accesskey="p" rel="prev">Tile Maps</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Models-1"></span><h4 class="subsection">5.3.8 Models</h4>
-
-<p><em>Disclaimer: Chickadee is alpha software, but 3D model support is
-even more alpha than that. There are many missing features in both
-the model loading and rendering components, so set your expectations
-accordingly!</em>
-</p>
-<p>The <code>(chickadee graphics model)</code> module provides procedures to
-load and render 3D models in the classic OBJ and more modern glTF 2.0
-formats.
-</p>
-<p>Here&rsquo;s some basic boilerplate to render a 3D model:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">use-modules</span> <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">graphics</span> <span class="syntax-symbol">light</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">graphics</span> <span class="syntax-symbol">model</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">graphics</span> <span class="syntax-symbol">skybox</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">model</span> <span class="syntax-open">(</span><span class="syntax-symbol">load-gltf</span> <span class="syntax-string">"Suzanne.gltf"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">camera-position</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec3</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">3.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">world</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-identity-matrix4</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">view</span> <span class="syntax-open">(</span><span class="syntax-symbol">look-at</span> <span class="syntax-symbol">camera-position</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec3</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec3</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">1.0</span> <span class="syntax-symbol">0.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">projection</span> <span class="syntax-open">(</span><span class="syntax-symbol">perspective-projection</span> <span class="syntax-open">(</span><span class="syntax-symbol">/</span> <span class="syntax-symbol">pi</span> <span class="syntax-symbol">3.0</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">/</span> <span class="syntax-symbol">4.0</span> <span class="syntax-symbol">3.0</span><span class="syntax-close">)</span> <span class="syntax-symbol">0.1</span> <span class="syntax-symbol">5.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">draw</span> <span class="syntax-symbol">alpha</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">with-projection</span> <span class="syntax-symbol">projection</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">draw-model</span> <span class="syntax-symbol">model</span> <span class="syntax-symbol">world</span> <span class="syntax-symbol">view</span> <span class="syntax-symbol">camera-position</span>
-</pre></div>
-
-<dl>
-<dt id="index-load_002dobj">Procedure: <strong>load-obj</strong> <em>file-name</em></dt>
-<dd><p>Load the OBJ formatted model in <var>file-name</var> and return a 3D model
-object.
-</p>
-<p>OBJ models are rendered using a Phong lighting model, which is a
-work-in-progress.
-</p></dd></dl>
-
-<dl>
-<dt id="index-load_002dgltf">Procedure: <strong>load-gltf</strong> <em>file-name</em></dt>
-<dd><p>Load the glTF 2.0 formatted model in <var>file-name</var> and return a 3D
-model object.
-</p>
-<p>glTF models are rendered using a physically based lighting model,
-which is currently a stub to be implemented later.
-</p></dd></dl>
-
-<dl>
-<dt id="index-model_003f">Procedure: <strong>model?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a 3D model.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dmodel">Procedure: <strong>draw-model</strong> <em>model [#:model-matrix] [#:view-matrix] [#:camera-position (vec3 0 0 0)] [#:skybox] [#:lights '()]</em></dt>
-<dd>
-<p>Render <var>model</var> with the transformation matrices <var>model-matrix</var>
-and <var>view-matrix</var> applied. <var>camera-position</var> is the world
-position of the camera, for correct specular lighting calculations.
-<var>skybox</var> is used to apply ambient lighting to the model.
-<var>lights</var> contains all of the dynamic lights (see <a href="Lights.html">Lights</a>) that
-should have an effect on the model.
-</p></dd></dl>
-
-<p>Models are composed of simpler data types: meshes, primitives, and
-materials. Let&rsquo;s start with materials. A material controls the
-appearance of a 3D object. Is the object a rough stone? Or maybe a
-smooth metal? Materials control all of this and more.
-</p>
-<p>There are two types of materials in Chickadee: Phong and PBR.
-</p>
-<hr />
-<div class="header">
-<p>
-Next: <a href="Lights.html" accesskey="n" rel="next">Lights</a>, Previous: <a href="Tile-Maps.html" accesskey="p" rel="prev">Tile Maps</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Particles.html b/manuals/chickadee/Particles.html
deleted file mode 100644
index 116e2e6..0000000
--- a/manuals/chickadee/Particles.html
+++ /dev/null
@@ -1,252 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Particles (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Particles (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Particles (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Tile-Maps.html" rel="next" title="Tile Maps" />
-<link href="Vector-Paths.html" rel="prev" title="Vector Paths" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Particles"></span><div class="header">
-<p>
-Next: <a href="Tile-Maps.html" accesskey="n" rel="next">Tile Maps</a>, Previous: <a href="Vector-Paths.html" accesskey="p" rel="prev">Vector Paths</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Particles-1"></span><h4 class="subsection">5.3.6 Particles</h4>
-
-<p>Effects like smoke, fire, sparks, etc. are often achieved by animating
-lots of little, short-lived sprites known as &ldquo;particles&rdquo;. In fact,
-all of these effects, and more, can be accomplished by turning a few
-configuration knobs in a &ldquo;particle system&rdquo;. A particle system takes
-care of managing the many miniscule moving morsels so the developer
-can quickly produce an effect and move on with their life. The
-<code>(chickadee graphics particles)</code> module provides an API for
-manipulating particle systems.
-</p>
-<p>Below is an example of a very simple particle system that utilizes
-nearly all of the default configuration settings:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">use-modules</span> <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">graphics</span> <span class="syntax-symbol">particles</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">texture</span> <span class="syntax-open">(</span><span class="syntax-symbol">load-image</span> <span class="syntax-string">"particle.png"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">particles</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-particles</span> <span class="syntax-symbol">2000</span> <span class="syntax-keyword">#:texture</span> <span class="syntax-symbol">texture</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>In order to put particles into a particle system, a particle
-&ldquo;emitter&rdquo; is needed. Emitters know where to spawn new particles,
-how many of them to spawn, and for how long they should do it.
-</p>
-<p>Below is an example of an emitter that spawns 16 particles per frame
-at the coordinates <code>(320, 240)</code>:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">use-modules</span> <span class="syntax-open">(</span><span class="syntax-symbol">chickadee</span> <span class="syntax-symbol">math</span> <span class="syntax-symbol">rect</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">emitter</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-particle-emitter</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-rect</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">0.0</span> <span class="syntax-symbol">320.0</span> <span class="syntax-symbol">240.0</span><span class="syntax-close">)</span> <span class="syntax-symbol">16</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-symbol">add-particle-emitter</span> <span class="syntax-symbol">particles</span> <span class="syntax-symbol">emitter</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>To see all of the tweakable knobs and switches, read on!
-</p>
-<dl>
-<dt id="index-make_002dparticles">Procedure: <strong>make-particles</strong> <em>capacity [#:blend-mode] [#:color white] [#:end-color transparent] [#:texture] [#:animation-rows 1] [#:animation-columns 1] [#:width] [#:height] [#:speed-range (vec2 0.1 1.0)] [#:acceleration-range (vec2 0.0 0.1)] [#:direction-range (vec2 0 (* 2 pi))] [#:lifetime 30] [#:sort]</em></dt>
-<dd>
-<p>Return a new particle system that may contain up to <var>capacity</var>
-particles. Achieving the desired particle effect involves tweaking
-the following keyword arguments as needed:
-</p>
-<p>- <var>blend-mode</var>: Pixel blending mode. Alpha blending is used by
-default. (see <a href="Render-Settings.html">Render Settings</a> for more about blend modes).
-</p>
-<p>- <var>start-color</var>: The tint color of the particle at the beginning of its
-life. White by default.
-</p>
-<p>- <var>end-color</var>: The tint color of the particle at the end of of its
-life. Completely transparent by default for a fade-out effect. The
-color in the middle of a particle&rsquo;s life will be an interpolation of
-<var>start-color</var> and <var>end-color</var>.
-</p>
-<p>- <var>texture</var>: The texture applied to the particles. The texture
-may be subdivided into many animation frames.
-</p>
-<p>- <var>animation-rows</var>: How many animation frame rows there are in the
-texture. Default is 1.
-</p>
-<p>- <var>animation-columns</var>: How many animation frame columns there are
-in the texture. Default is 1.
-</p>
-<p>- <var>width</var>: The width of each particle. By default, the width of
-an animation frame (in pixels) is used.
-</p>
-<p>- <var>height</var>: The height of each particle. By default, the height
-of an animation frame (in pixels) is used.
-</p>
-<p>- <var>speed-range</var>: A 2D vector containing the min and max particle
-speed. Each particle will have a speed chosen at random from this
-range. By default, speed ranges from 0.1 to 1.0.
-</p>
-<p>- <var>acceleration-range</var>: A 2D vector containing the min and max
-particle acceleration. Each particle will have an acceleration chosen
-at random from this range. By default, acceleration ranges from 0.0
-to 0.1.
-</p>
-<p>- <var>direction-range</var>: A 2D vector containing the min and max
-particle direction as an angle in radians. Each particle will have a
-direction chosen at random from this range. By default, the range
-covers all possible angles.
-</p>
-<p>- <var>lifetime</var>: How long each particle lives, measured in
-updates. 30 by default.
-</p>
-<p>- <var>sort</var>: <code>youngest</code> if youngest particle should be drawn
-last or <code>oldest</code> for the reverse. By default, no sorting is
-applied at all.
-</p></dd></dl>
-
-<dl>
-<dt id="index-particles_003f">Procedure: <strong>particles?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a particle system.
-</p></dd></dl>
-
-<dl>
-<dt id="index-update_002dparticles">Procedure: <strong>update-particles</strong> <em>particles</em></dt>
-<dd><p>Advance the simulation of <var>particles</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dparticles">Procedure: <strong>draw-particles</strong> <em>particles</em></dt>
-<dd><p>Render <var>particles</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dparticles_002a">Procedure: <strong>draw-particles*</strong> <em>particles matrix</em></dt>
-<dd><p>Render <var>particles</var> with <var>matrix</var> applied.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dparticle_002demitter">Procedure: <strong>make-particle-emitter</strong> <em>spawn-area rate [duration]</em></dt>
-<dd>
-<p>Return a new particle emitter that spawns <var>rate</var> particles per
-frame within <var>spawn-area</var> (a rectangle or 2D vector) for
-<var>duration</var> frames. If <var>duration</var> is not specified, the
-emitter will spawn particles indefinitely.
-</p></dd></dl>
-
-<dl>
-<dt id="index-particle_002demitter_003f">Procedure: <strong>particle-emitter?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a particle emitter.
-</p></dd></dl>
-
-<dl>
-<dt id="index-particle_002demitter_002dspawn_002darea">Procedure: <strong>particle-emitter-spawn-area</strong> <em>emitter</em></dt>
-<dd><p>Return the spawn area for <var>emitter</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-particle_002demitter_002drate">Procedure: <strong>particle-emitter-rate</strong> <em>emitter</em></dt>
-<dd><p>Return the number of particles that <var>emitter</var> will spawn per
-frame.
-</p></dd></dl>
-
-<dl>
-<dt id="index-particle_002demitter_002dlife">Procedure: <strong>particle-emitter-life</strong> <em>emitter</em></dt>
-<dd><p>Return the number of frames remaining in <var>emitter</var>&rsquo;s lifespan.
-</p></dd></dl>
-
-<dl>
-<dt id="index-particle_002demitter_002ddone_003f">Procedure: <strong>particle-emitter-done?</strong> <em>emitter</em></dt>
-<dd><p>Return <code>#t</code> if <var>emitter</var> has finished spawning particlces.
-</p></dd></dl>
-
-<dl>
-<dt id="index-add_002dparticle_002demitter">Procedure: <strong>add-particle-emitter</strong> <em>particles emitter</em></dt>
-<dd><p>Add <var>emitter</var> to <var>particles</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-remove_002dparticle_002demitter">Procedure: <strong>remove-particle-emitter</strong> <em>particles emitter</em></dt>
-<dd><p>Remove <var>emitter</var> from <var>particles</var>
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Tile-Maps.html" accesskey="n" rel="next">Tile Maps</a>, Previous: <a href="Vector-Paths.html" accesskey="p" rel="prev">Vector Paths</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Path-Finding.html b/manuals/chickadee/Path-Finding.html
deleted file mode 100644
index 150ef88..0000000
--- a/manuals/chickadee/Path-Finding.html
+++ /dev/null
@@ -1,171 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Path Finding (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Path Finding (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Path Finding (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
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-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Data-Structures.html" rel="up" title="Data Structures" />
-<link href="Copying-This-Manual.html" rel="next" title="Copying This Manual" />
-<link href="Grids.html" rel="prev" title="Grids" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Path-Finding"></span><div class="header">
-<p>
-Previous: <a href="Grids.html" accesskey="p" rel="prev">Grids</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Path-Finding-1"></span><h4 class="subsection">5.6.6 Path Finding</h4>
-
-<p>Most game worlds have maps. Often, these games have a need to move
-non-player characters around in an unscripted fashion. For example,
-in a real-time strategy game, the player may command one of their
-units to attack something in the enemy base. To do so, the unit must
-calculate the shortest route to get there. It wouldn&rsquo;t be a very fun
-game if units didn&rsquo;t know how to transport themselves efficiently.
-This is where path finding algorithms come in handy. The
-<code>(chickadee data path-finding)</code> module provides a generic
-implementation of the popular A* path finding algorithm. Just add a
-map implementation!
-</p>
-<p>The example below defines a very simple town map and finds the
-quickest way to get from the town common to the school.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">world-map</span>
- <span class="syntax-symbol">'</span><span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">town-common</span> <span class="syntax-symbol">.</span> <span class="syntax-open">(</span><span class="syntax-symbol">town-hall</span> <span class="syntax-special">library</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">town-hall</span> <span class="syntax-symbol">.</span> <span class="syntax-open">(</span><span class="syntax-symbol">town-common</span> <span class="syntax-symbol">school</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-special">library</span> <span class="syntax-symbol">.</span> <span class="syntax-open">(</span><span class="syntax-symbol">town-common</span> <span class="syntax-symbol">cafe</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">school</span> <span class="syntax-symbol">.</span> <span class="syntax-open">(</span><span class="syntax-symbol">town-hall</span> <span class="syntax-symbol">cafe</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">cafe</span> <span class="syntax-symbol">.</span> <span class="syntax-open">(</span><span class="syntax-special">library</span> <span class="syntax-symbol">school</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">neighbors</span> <span class="syntax-symbol">building</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">assq-ref</span> <span class="syntax-symbol">town-map</span> <span class="syntax-symbol">building</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">cost</span> <span class="syntax-symbol">a</span> <span class="syntax-symbol">b</span><span class="syntax-close">)</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-open">(</span><span class="syntax-symbol">distance</span> <span class="syntax-symbol">a</span> <span class="syntax-symbol">b</span><span class="syntax-close">)</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">pf</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-path-finder</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-symbol">a*</span> <span class="syntax-symbol">pf</span> <span class="syntax-symbol">'town-common</span> <span class="syntax-symbol">'school</span> <span class="syntax-symbol">neighbors</span> <span class="syntax-symbol">cost</span> <span class="syntax-symbol">distance</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>In this case, the <code>a*</code> procedure will return the list
-<code>(town-common town-hall school)</code>, which is indeed the shortest
-route. (The other possible route is <code>(town-common library cafe
-school)</code>.)
-</p>
-<p>The <code>a*</code> procedure does not know anything about about any kind of
-map and therefore must be told how to look up neighboring nodes, which
-is what the <code>neighbors</code> procedure in the example does. To
-simulate different types of terrain, a cost procedure is used. In
-this example, it is just as easy to move between any two nodes because
-<code>cost</code> always returns 1. In a real game, perhaps moving from
-from a field to a rocky hill would cost a lot more than moving from
-one field to another. Finally, a heuristic is used to calculate an
-approximate distance between two nodes on the map. In this simple
-association list based graph it is tough to calculate a distance
-between nodes, so the <code>distance</code> procedure isn&rsquo;t helpful and
-always returns 1. In a real game with a tile-based map, for example,
-the heuristic could be a quick Manhattan distance calculation based on
-the coordinates of the two map tiles. Choose an appropriate heuristic
-for optimal path finding!
-</p>
-<dl>
-<dt id="index-make_002dpath_002dfinder">Procedure: <strong>make-path-finder</strong></dt>
-<dd><p>Return a new path finder object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-path_002dfinder_003f">Procedure: <strong>path-finder?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a path finder.
-</p></dd></dl>
-
-<dl>
-<dt id="index-a_002a">Procedure: <strong>a*</strong> <em>path-finder start goal neighbors cost distance</em></dt>
-<dd>
-<p>Return a list of nodes forming a path from <var>start</var> to <var>goal</var>
-using <var>path-finder</var> to hold state. <var>neighbors</var> is a procedure
-that accepts a node and returns a list of nodes that neighbor it.
-<var>cost</var> is a procedure that accepts two neighboring nodes and
-returns the cost of moving from the first to the second as a real
-number. <var>distance</var> is a procedure that accepts two nodes and
-returns an approximate distance between them.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Previous: <a href="Grids.html" accesskey="p" rel="prev">Grids</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Quadtrees.html b/manuals/chickadee/Quadtrees.html
deleted file mode 100644
index 5675542..0000000
--- a/manuals/chickadee/Quadtrees.html
+++ /dev/null
@@ -1,222 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Quadtrees (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Quadtrees (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Quadtrees (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Data-Structures.html" rel="up" title="Data Structures" />
-<link href="Grids.html" rel="next" title="Grids" />
-<link href="Heaps.html" rel="prev" title="Heaps" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Quadtrees"></span><div class="header">
-<p>
-Next: <a href="Grids.html" accesskey="n" rel="next">Grids</a>, Previous: <a href="Heaps.html" accesskey="p" rel="prev">Heaps</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Quadtrees-1"></span><h4 class="subsection">5.6.4 Quadtrees</h4>
-
-<p>The <code>(chickadee data quadtree)</code> module provides a 2D spatial
-partitioning implementation known as a &ldquo;quadtree&rdquo;. A quadtree
-recursively subdivides the world into rectangular quadrants. This
-data structure is very useful for handling broad-phase collision
-detection because it can quickly determine the objects that may
-possibly be colliding with another, resulting in fewer narrow-phase
-collision tests that are typically much more expensive.
-</p>
-<dl>
-<dt id="index-make_002dquadtree">Procedure: <strong>make-quadtree</strong> <em>bounds [#:max-size 5] [#:max-depth 4]</em></dt>
-<dd><p>Return a new quadtree that covers the area <var>bounds</var>. Each node
-will try to hold at maximum <var>max-size</var> objects and the tree depth
-will be restricted to <var>max-depth</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_003f">Procedure: <strong>quadtree?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a quadtree.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dclear_0021">Procedure: <strong>quadtree-clear!</strong> <em>quadtree</em></dt>
-<dd><p>Clear all objects from <var>quadtree</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dinsert_0021">Procedure: <strong>quadtree-insert!</strong> <em>quadtree rect object</em></dt>
-<dd><p>Insert <var>object</var> with bounding box <var>rect</var> into <var>quadtree</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002ddelete_0021">Procedure: <strong>quadtree-delete!</strong> <em>quadtree rect object</em></dt>
-<dd><p>Delete <var>object</var>, who occupies the space <var>rect</var>, from
-<var>quadtree</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dfind">Procedure: <strong>quadtree-find</strong> <em>rect pred</em></dt>
-<dd><p>Return the first object in <var>quadtree</var> in the vicinity of
-<var>rect</var> that satisfies <var>pred</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dfold">Procedure: <strong>quadtree-fold</strong> <em>quadtree rect init proc</em></dt>
-<dd><p>Apply <var>proc</var> to all objects in the vicinity of <var>rect</var> in
-<var>quadtree</var> to build a result and return that result. <var>init</var>
-is the initial result. If there are no objects in the vicinity of
-<var>rect</var>, just <var>init</var> is returned.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dfor_002deach">Procedure: <strong>quadtree-for-each</strong> <em>quadtree rect proc</em></dt>
-<dd><p>Call <var>proc</var> for all objects in the vicinity of <var>rect</var> in
-<var>quadtree</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dleaf_003f">Procedure: <strong>quadtree-leaf?</strong> <em>quadtree</em></dt>
-<dd><p>Return <code>#t</code> if <var>quadtree</var> is a leaf node.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dbounds">Procedure: <strong>quadtree-bounds</strong> <em>quadtree</em></dt>
-<dd><p>Return the bounding rectangle of <var>quadtree</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dmax_002ddepth">Procedure: <strong>quadtree-max-depth</strong> <em>quadtree</em></dt>
-<dd><p>Return the maximum depth of <var>quadtree</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dmax_002dsize">Procedure: <strong>quadtree-max-size</strong> <em>quadtree</em></dt>
-<dd><p>Return the desired per-node maximum object count of <var>quadtree</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002ddepth">Procedure: <strong>quadtree-depth</strong> <em>quadtree</em></dt>
-<dd><p>Return the depth of the node <var>quadtree</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dsize">Procedure: <strong>quadtree-size</strong> <em>quadtree</em></dt>
-<dd><p>Return the number of objects stored in the node <var>quadtree</var>.
-</p></dd></dl>
-
-<p>Non-leaf nodes always have four child nodes, which correspond to the
-quadrants of a Cartesian coordinate system:
-</p>
-<pre class="verbatim">*------*------*
-| | |
-| Q2 | Q1 |
-| | |
-*------*------*
-| | |
-| Q3 | Q4 |
-| | |
-*------*------*
-</pre>
-<dl>
-<dt id="index-quadtree_002dq1">Procedure: <strong>quadtree-q1</strong> <em>quadtree</em></dt>
-<dd><p>Return the upper-right child node of <var>quadtree</var>, or <code>#f</code> if
-<var>quadtree</var> is a leaf node.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dq2">Procedure: <strong>quadtree-q2</strong> <em>quadtree</em></dt>
-<dd><p>Return the upper-left child node of <var>quadtree</var>, or <code>#f</code> if
-<var>quadtree</var> is a leaf node.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dq3">Procedure: <strong>quadtree-q3</strong> <em>quadtree</em></dt>
-<dd><p>Return the lower-left child node of <var>quadtree</var>, or <code>#f</code> if
-<var>quadtree</var> is a leaf node.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quadtree_002dq4">Procedure: <strong>quadtree-q4</strong> <em>quadtree</em></dt>
-<dd><p>Return the lower-right child node of <var>quadtree</var>, or <code>#f</code> if
-<var>quadtree</var> is a leaf node.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Grids.html" accesskey="n" rel="next">Grids</a>, Previous: <a href="Heaps.html" accesskey="p" rel="prev">Heaps</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Quaternions.html b/manuals/chickadee/Quaternions.html
deleted file mode 100644
index be875ee..0000000
--- a/manuals/chickadee/Quaternions.html
+++ /dev/null
@@ -1,137 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Quaternions (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Quaternions (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Quaternions (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Math.html" rel="up" title="Math" />
-<link href="Easings.html" rel="next" title="Easings" />
-<link href="Matrices.html" rel="prev" title="Matrices" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Quaternions"></span><div class="header">
-<p>
-Next: <a href="Easings.html" accesskey="n" rel="next">Easings</a>, Previous: <a href="Matrices.html" accesskey="p" rel="prev">Matrices</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Quaternions-1"></span><h4 class="subsection">5.2.5 Quaternions</h4>
-
-<p>In game development, the quaternion is most often used to represent
-rotations. Why not use a matrix for that, you may ask. Unlike
-matrices, quaternions can be interpolated (animated) and produce a
-meaningful result. When interpolating two quaternions, there is a
-smooth transition from one rotation to another, whereas interpolating
-two matrices would yield garbage.
-</p>
-<dl>
-<dt id="index-quaternion">Procedure: <strong>quaternion</strong> <em>x y z w</em></dt>
-<dd><p>Return a new quaternion with values <var>x</var>, <var>y</var>, <var>z</var>, and
-<var>w</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quaternion_003f">Procedure: <strong>quaternion?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a quaternion.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quaternion_002dw">Procedure: <strong>quaternion-w</strong> <em>q</em></dt>
-<dd><p>Return the W component of the quaternion <var>q</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quaternion_002dx">Procedure: <strong>quaternion-x</strong> <em>q</em></dt>
-<dd><p>Return the X component of the quaternion <var>q</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quaternion_002dy">Procedure: <strong>quaternion-y</strong> <em>q</em></dt>
-<dd><p>Return the Y component of the quaternion <var>q</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-quaternion_002dz">Procedure: <strong>quaternion-z</strong> <em>q</em></dt>
-<dd><p>Return the Z component of the quaternion <var>q</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002didentity_002dquaternion">Procedure: <strong>make-identity-quaternion</strong></dt>
-<dd><p>Return the identity quaternion.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Queues.html b/manuals/chickadee/Queues.html
deleted file mode 100644
index 9e5d238..0000000
--- a/manuals/chickadee/Queues.html
+++ /dev/null
@@ -1,133 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Queues (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Queues (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Queues (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Data-Structures.html" rel="up" title="Data Structures" />
-<link href="Heaps.html" rel="next" title="Heaps" />
-<link href="Array-Lists.html" rel="prev" title="Array Lists" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Queues"></span><div class="header">
-<p>
-Next: <a href="Heaps.html" accesskey="n" rel="next">Heaps</a>, Previous: <a href="Array-Lists.html" accesskey="p" rel="prev">Array Lists</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Queues-1"></span><h4 class="subsection">5.6.2 Queues</h4>
-
-<p>The <code>(chickadee data queue)</code> module provides a mutable queue that
-is more memory efficient than Guile&rsquo;s built-in <code>(ice-9 q)</code>
-module.
-</p>
-<dl>
-<dt id="index-make_002dqueue">Procedure: <strong>make-queue</strong></dt>
-<dd><p>Return a new, empty queue.
-</p></dd></dl>
-
-<dl>
-<dt id="index-queue_003f">Procedure: <strong>queue?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a queue.
-</p></dd></dl>
-
-<dl>
-<dt id="index-queue_002dempty_003f">Procedure: <strong>queue-empty?</strong> <em>queue</em></dt>
-<dd><p>Return <code>#t</code> if <var>queue</var> is empty.
-</p></dd></dl>
-
-<dl>
-<dt id="index-queue_002dlength">Procedure: <strong>queue-length</strong> <em>queue</em></dt>
-<dd><p>Return the current length of <var>queue</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-enqueue_0021">Procedure: <strong>enqueue!</strong> <em>queue item</em></dt>
-<dd><p>Add <var>item</var> to <var>queue</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-dequeue_0021">Procedure: <strong>dequeue!</strong> <em>queue</em></dt>
-<dd><p>Remove and return the first item in <var>queue</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-queue_002dclear_0021">Procedure: <strong>queue-clear!</strong> <em>queue</em></dt>
-<dd><p>Remove all items from <var>queue</var>.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Rectangles.html b/manuals/chickadee/Rectangles.html
deleted file mode 100644
index 487fac7..0000000
--- a/manuals/chickadee/Rectangles.html
+++ /dev/null
@@ -1,330 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Rectangles (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Rectangles (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Rectangles (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Math.html" rel="up" title="Math" />
-<link href="Matrices.html" rel="next" title="Matrices" />
-<link href="Vectors.html" rel="prev" title="Vectors" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Rectangles"></span><div class="header">
-<p>
-Next: <a href="Matrices.html" accesskey="n" rel="next">Matrices</a>, Previous: <a href="Vectors.html" accesskey="p" rel="prev">Vectors</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Rectangles-1"></span><h4 class="subsection">5.2.3 Rectangles</h4>
-
-<p>The <code>(chickadee math rect)</code> module provides an API for
-manipulating axis-aligned bounding boxes (AABBs). AABBs are often
-used for collision detection in games. Common use-cases are defining
-&ldquo;hitboxes&rdquo; in platformers or using them for the &ldquo;broad phase&rdquo; of a
-collision detection algorithm that uses a more complex (and thus
-slower) method of determining the actual collisions.
-</p>
-<p>Like some of the other math modules, there exists a collection of
-functions that do in-place modification of rectangles for use in
-performance critical code paths.
-</p>
-<dl>
-<dt id="index-rect">Procedure: <strong>rect</strong> <em>x y width height</em></dt>
-<dt id="index-make_002drect">Procedure: <strong>make-rect</strong> <em><var>x</var> <var>y</var> <var>width</var> <var>height</var></em></dt>
-<dd><p>Create a new rectangle that is <var>width</var> by <var>height</var> in size and
-whose bottom-left corner is located at (<var>x</var>, <var>y</var>).
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_003f">Procedure: <strong>rect?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a rectangle.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dwithin_003f">Procedure: <strong>rect-within?</strong> <em>rect1 rect2</em></dt>
-<dd><p>Return <code>#t</code> if <var>rect2</var> is completely within <var>rect1</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dintersects_003f">Procedure: <strong>rect-intersects?</strong> <em>rect1 rect2</em></dt>
-<dd><p>Return <code>#t</code> if <var>rect2</var> overlaps <var>rect1</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dcontains_003f">Procedure: <strong>rect-contains?</strong> <em>rect x y</em></dt>
-<dd><p>Return <code>#t</code> if the coordinates (<var>x</var>, <var>y</var>) are within
-<var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dcontains_002dvec2_003f">Procedure: <strong>rect-contains-vec2?</strong> <em>rect v</em></dt>
-<dd><p>Return <code>#t</code> if the 2D vector <var>v</var> is within the bounds of
-<var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dx">Procedure: <strong>rect-x</strong> <em>rect</em></dt>
-<dd><p>Return the X coordinate of the lower-left corner of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dy">Procedure: <strong>rect-y</strong> <em>rect</em></dt>
-<dd><p>Return the Y coordinate of the lower-left corner of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dleft">Procedure: <strong>rect-left</strong> <em>rect</em></dt>
-<dd><p>Return the left-most X coordinate of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dright">Procedure: <strong>rect-right</strong> <em>rect</em></dt>
-<dd><p>Return the right-most X coordinate of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dbottom">Procedure: <strong>rect-bottom</strong> <em>rect</em></dt>
-<dd><p>Return the bottom-most Y coordinate of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dtop">Procedure: <strong>rect-top</strong> <em>rect</em></dt>
-<dd><p>Return the top-most Y coordinate of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dcenter_002dx">Procedure: <strong>rect-center-x</strong> <em>rect</em></dt>
-<dd><p>Return the X coordinate of the center of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dcenter_002dy">Procedure: <strong>rect-center-y</strong> <em>rect</em></dt>
-<dd><p>Return the Y coordinate of the center of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dwidth">Procedure: <strong>rect-width</strong> <em>rect</em></dt>
-<dd><p>Return the width of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dheight">Procedure: <strong>rect-height</strong> <em>rect</em></dt>
-<dd><p>Return the height of <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002darea">Procedure: <strong>rect-area</strong> <em>rect</em></dt>
-<dd><p>Return the surface area covered by <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dclamp_002dx">Procedure: <strong>rect-clamp-x</strong> <em>rect x</em></dt>
-<dd><p>Restrict <var>x</var> to the portion of the X axis covered by <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dclamp_002dy">Procedure: <strong>rect-clamp-y</strong> <em>rect y</em></dt>
-<dd><p>Restrict <var>y</var> to the portion of the Y axis covered by <var>rect</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dclamp">Procedure: <strong>rect-clamp</strong> <em>rect1 rect2</em></dt>
-<dd><p>Return a new rect that adjusts the location of <var>rect1</var> so that it
-is completely within <var>rect2</var>. An exception is thrown in the case
-that <var>rect1</var> cannot fit completely within <var>rect2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dmove">Procedure: <strong>rect-move</strong> <em>rect x y</em></dt>
-<dd><p>Return a new rectangle based on <var>rect</var> but moved to the
-coordinates (<var>x</var>, <var>y</var>).
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dmove_002dvec2">Procedure: <strong>rect-move-vec2</strong> <em>rect v</em></dt>
-<dd><p>Return a new rectangle based on <var>rect</var> but moved to the
-coordinates in the 2D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dmove_002dby">Procedure: <strong>rect-move-by</strong> <em>rect x y</em></dt>
-<dd><p>Return a new rectangle based on <var>rect</var> but moved by (<var>x</var>,
-<var>y</var>) units relative to its current location.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dmove_002dby_002dvec2">Procedure: <strong>rect-move-by-vec2</strong> <em>rect v</em></dt>
-<dd><p>Return a new rectangle based on <var>rect</var> but moved by the 2D vector
-<var>v</var> relative to its current location.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dinflate">Procedure: <strong>rect-inflate</strong> <em>rect width height</em></dt>
-<dd><p>Return a new rectangle based on <var>rect</var>, but expanded by
-<var>width</var> units on the X axis and <var>height</var> units on the Y axis,
-while keeping the rectangle centered on the same point.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dunion">Procedure: <strong>rect-union</strong> <em>rect1 rect2</em></dt>
-<dd><p>Return a new rectangle that completely covers the area of <var>rect1</var>
-and <var>rect2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dclip">Procedure: <strong>rect-clip</strong> <em>rect1 rect2</em></dt>
-<dd><p>Return a new rectangle that is the overlapping region of <var>rect1</var>
-and <var>rect2</var>. If the two rectangles do not overlap, a rectangle of
-0 width and 0 height is returned.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drect_002dx_0021">Procedure: <strong>set-rect-x!</strong> <em>rect x</em></dt>
-<dd><p>Set the left X coordinate of <var>rect</var> to <var>x</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drect_002dy_0021">Procedure: <strong>set-rect-y!</strong> <em>rect y</em></dt>
-<dd><p>Set the bottom Y coordinate of <var>rect</var> to <var>y</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drect_002dwidth_0021">Procedure: <strong>set-rect-width!</strong> <em>rect width</em></dt>
-<dd><p>Set the width of <var>rect</var> to <var>width</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002drect_002dheight_0021">Procedure: <strong>set-rect-height!</strong> <em>rect height</em></dt>
-<dd><p>Set the height of <var>rect</var> to <var>height</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dmove_0021">Procedure: <strong>rect-move!</strong> <em>rect x y</em></dt>
-<dd><p>Move <var>rect</var> to (<var>x</var>, <var>y</var>) in-place.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dmove_002dvec2_0021">Procedure: <strong>rect-move-vec2!</strong> <em>rect v</em></dt>
-<dd><p>Move <var>rect</var> to the 2D vector <var>v</var> in-place.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dmove_002dby_0021">Procedure: <strong>rect-move-by!</strong> <em>rect x y</em></dt>
-<dd><p>Move <var>rect</var> by (<var>x</var>, <var>y</var>) in-place.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dmove_002dby_002dvec2_0021">Procedure: <strong>rect-move-by-vec2!</strong> <em>rect v</em></dt>
-<dd><p>Move <var>rect</var> by the 2D vector <var>v</var> in-place.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dinflate_0021">Procedure: <strong>rect-inflate!</strong> <em>rect width height</em></dt>
-<dd><p>Expand <var>rect</var> by <var>width</var> and <var>height</var> in-place.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dunion_0021">Procedure: <strong>rect-union!</strong> <em>rect1 rect2</em></dt>
-<dd><p>Modify <var>rect1</var> in-place to completely cover the area of both
-<var>rect1</var> and <var>rect2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dclip_0021">Procedure: <strong>rect-clip!</strong> <em>rect1 rect2</em></dt>
-<dd><p>Modify <var>rect1</var> in-place to be the overlapping region of
-<var>rect1</var> and <var>rect2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rect_002dclamp_0021">Procedure: <strong>rect-clamp!</strong> <em>rect1 rect2</em></dt>
-<dd><p>Adjust the location of <var>rect1</var> in-place so that its bounds are
-completely within <var>rect2</var>. An exception is thrown in the case
-that <var>rect1</var> cannot fit completely within <var>rect2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dclamp_002dto_002drect_0021">Procedure: <strong>vec2-clamp-to-rect!</strong> <em>v rect</em></dt>
-<dd><p>Restrict the coordinates of the 2D vector <var>v</var> so that they are
-within the bounds of <var>rect</var>. <var>v</var> is modified in-place.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Matrices.html" accesskey="n" rel="next">Matrices</a>, Previous: <a href="Vectors.html" accesskey="p" rel="prev">Vectors</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Render-Settings.html b/manuals/chickadee/Render-Settings.html
deleted file mode 100644
index 66c0eb7..0000000
--- a/manuals/chickadee/Render-Settings.html
+++ /dev/null
@@ -1,512 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Render Settings (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Render Settings (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Render Settings (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Rendering-Engine.html" rel="next" title="Rendering Engine" />
-<link href="Viewports.html" rel="prev" title="Viewports" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Render-Settings"></span><div class="header">
-<p>
-Next: <a href="Rendering-Engine.html" accesskey="n" rel="next">Rendering Engine</a>, Previous: <a href="Viewports.html" accesskey="p" rel="prev">Viewports</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Render-Settings-1"></span><h4 class="subsection">5.3.16 Render Settings</h4>
-
-<span id="Blending"></span><h4 class="subsubsection">5.3.16.1 Blending</h4>
-
-<p>Rendering a scene often involves drawing layers of objects that
-overlap each other. Blending determines how two overlapping pixels
-are combined in the final image that is rendered to the screen. The
-<code>(chickadee graphics blend)</code> module provides a data type for
-blending modes.
-</p>
-<p>Chickadee provides the following blend modes:
-</p>
-<dl>
-<dt id="index-blend_003aalpha">Variable: <strong>blend:alpha</strong></dt>
-<dd><p>Blend pixels according to the values of their alpha channels. This is
-the most commonly used blend mode.
-</p></dd></dl>
-
-<dl>
-<dt id="index-blend_003areplace">Variable: <strong>blend:replace</strong></dt>
-<dd><p>Overwrite the output pixel color with the color being drawn.
-</p></dd></dl>
-
-<dl>
-<dt id="index-blend_003aadd">Variable: <strong>blend:add</strong></dt>
-<dd><p>Add all pixel color values together. The more colors blended
-together, the more white the final color becomes.
-</p></dd></dl>
-
-<dl>
-<dt id="index-blend_003asubtract">Variable: <strong>blend:subtract</strong></dt>
-<dd><p>Subtract all pixel color values. The more colors blended together,
-the more black the final color becomes.
-</p></dd></dl>
-
-<dl>
-<dt id="index-blend_003amultiply">Variable: <strong>blend:multiply</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-blend_003adarken">Variable: <strong>blend:darken</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-blend_003alighten">Variable: <strong>blend:lighten</strong></dt>
-</dl>
-
-<dl>
-<dt id="index-blend_003ascreen">Variable: <strong>blend:screen</strong></dt>
-</dl>
-
-<p>Custom blend modes can be created using the <code>make-blend-mode</code> procedure:
-</p>
-<dl>
-<dt id="index-make_002dblend_002dmode">Procedure: <strong>make-blend-mode</strong> <em>equation source-function destination-function</em></dt>
-<dd><p>Return a new custom blend mode that applies <var>source-function</var> to
-the source color, <var>destination-function</var> to the destination color,
-and finally applies <var>equation</var> to the transformed
-source/destination color values. These arguments are <em>not</em>
-procedures, but symbolic representations of the functions that OpenGL
-supports.
-</p>
-<p>Valid values for <var>equation</var> are:
-</p>
-<ul>
-<li> <code>add</code>
-</li><li> <code>subtract</code>
-</li><li> <code>reverse-subtract</code>
-</li><li> <code>min</code>
-</li><li> <code>max</code>
-</li><li> <code>alpha-min</code>
-</li><li> <code>alpha-max</code>
-</li></ul>
-
-<p>Valid values for <var>source-function</var> are:
-</p>
-<ul>
-<li> <code>zero</code>
-</li><li> <code>one</code>
-</li><li> <code>destination-color</code>
-</li><li> <code>one-minus-destination-color</code>
-</li><li> <code>source-alpha-saturate</code>
-</li><li> <code>source-alpha</code>
-</li><li> <code>one-minus-source-alpha</code>
-</li><li> <code>destination-alpha</code>
-</li><li> <code>one-minus-destination-alpha</code>
-</li><li> <code>constant-color</code>
-</li><li> <code>one-minus-constant-color</code>
-</li><li> <code>constant-alpha</code>
-</li><li> <code>one-minus-constant-alpha</code>
-</li></ul>
-
-<p>Valid values for <var>destination-function</var> are:
-</p>
-<ul>
-<li> <code>zero</code>
-</li><li> <code>one</code>
-</li><li> <code>source-color</code>
-</li><li> <code>one-minus-source-color</code>
-</li><li> <code>source-alpha</code>
-</li><li> <code>one-minus-source-alpha</code>
-</li><li> <code>destination-alpha</code>
-</li><li> <code>one-minus-destination-alpha</code>
-</li><li> <code>constant-color</code>
-</li><li> <code>one-minus-constant-color</code>
-</li><li> <code>constant-alpha</code>
-</li><li> <code>one-minus-constant-alpha</code>
-</li></ul>
-
-</dd></dl>
-
-<span id="Polygon-Modes-and-Culling"></span><h4 class="subsubsection">5.3.16.2 Polygon Modes and Culling</h4>
-
-<p>The <code>(chickadee graphics polygon)</code> module provides access to the
-<code>g:polygon-mode</code> and <code>g:cull-face-mode</code> render states.
-</p>
-<dl>
-<dt id="index-fill_002dpolygon_002dmode">Variable: <strong>fill-polygon-mode</strong></dt>
-<dd><p>Completely fill in the polygon. This is the default mode.
-</p></dd></dl>
-
-<dl>
-<dt id="index-line_002dpolygon_002dmode">Variable: <strong>line-polygon-mode</strong></dt>
-<dd><p>Render only the edges of the polygon. Produces a wireframe.
-</p></dd></dl>
-
-<dl>
-<dt id="index-point_002dpolygon_002dmode">Variable: <strong>point-polygon-mode</strong></dt>
-<dd><p>Render only the vertex positions as points.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dpolygon_002dmode">Procedure: <strong>make-polygon-mode</strong> <em>front back</em></dt>
-<dd><p>Return a new polygon mode that uses the method <var>front</var> for the
-front face and <var>back</var> for the back face. The valid modes are
-<code>fill</code>, <code>line</code>, and <var>point</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-polygon_002dmode_003f">Procedure: <strong>polygon-mode?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a polygon mode.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dpolygon_002dmode">Procedure: <strong>current-polygon-mode</strong></dt>
-<dd><p>Return the current polygon mode.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003apolygon_002dmode">Variable: <strong>g:polygon-mode</strong></dt>
-<dd><p>Render state for polygon modes (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-no_002dcull_002dface_002dmode">Variable: <strong>no-cull-face-mode</strong></dt>
-<dd><p>Don&rsquo;t cull any faces.
-</p></dd></dl>
-
-<dl>
-<dt id="index-back_002dcull_002dface_002dmode">Variable: <strong>back-cull-face-mode</strong></dt>
-<dd><p>Cull only back faces.
-</p></dd></dl>
-
-<dl>
-<dt id="index-front_002dcull_002dface_002dmode">Variable: <strong>front-cull-face-mode</strong></dt>
-<dd><p>Cull only front faces.
-</p></dd></dl>
-
-<dl>
-<dt id="index-front_002dand_002dback_002dcull_002dface_002dmode">Variable: <strong>front-and-back-cull-face-mode</strong></dt>
-<dd><p>Cull both front and back faces.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cull_002dface_002dmode_003f">Procedure: <strong>cull-face-mode?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a cull face mode.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cull_002dface_002dmode_002dfront_003f">Procedure: <strong>cull-face-mode-front?</strong> <em>cull-face-mode</em></dt>
-<dd><p>Return <code>#t</code> if <var>cull-face-mode</var> culls front faces.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cull_002dface_002dmode_002dback_003f">Procedure: <strong>cull-face-mode-back?</strong> <em>cull-face-mode</em></dt>
-<dd><p>Return <code>#t</code> if <var>cull-face-mode</var> culls back faces.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dcull_002dface_002dmode">Procedure: <strong>current-cull-face-mode</strong></dt>
-<dd><p>Return the current cull face mode.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003acull_002dface_002dmode">Variable: <strong>g:cull-face-mode</strong></dt>
-<dd><p>Render state for cull face modes (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<span id="Depth-Testing"></span><h4 class="subsubsection">5.3.16.3 Depth Testing</h4>
-
-<p>The <code>(chickadee graphics depth)</code> module provides access to the
-<code>g:depth-test</code> render state.
-</p>
-<dl>
-<dt id="index-make_002ddepth_002dtest">Procedure: <strong>make-depth-test</strong> <em>[#:write? #t] [#:function 'less-than] [#:near 0.0] [#:far 1.0]</em></dt>
-<dd>
-<p>Return a new depth test object. If <var>write</var> is <code>#t</code>, the
-depth buffer will be written to during a draw call. <var>near</var> and
-<var>far</var> define the min/max Z values for which depth testing may
-pass.
-</p>
-<p><var>function</var> specifies how the depth value of pixel being drawn
-compares to the depth value that is already in the depth buffer. When
-this comparison is true, the depth test passes and the pixel is drawn.
-When it fails, the pixel is discarded.
-</p>
-<p>The possible values of <var>function</var> are:
-</p>
-<ul>
-<li> <code>always</code>
-</li><li> <code>never</code>
-</li><li> <code>equal</code>
-</li><li> <code>not-equal</code>
-</li><li> <code>less-than</code>
-</li><li> <code>less-than-or-equal</code>
-</li><li> <code>greater-than</code>
-</li><li> <code>greater-than-or-equal</code>
-</li></ul>
-
-</dd></dl>
-
-<dl>
-<dt id="index-depth_002dtest_003f">Procedure: <strong>depth-test?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> when <var>obj</var> is a depth test object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-depth_002dtest_002dwrite_003f">Procedure: <strong>depth-test-write?</strong> <em>depth-test</em></dt>
-<dd><p>Return <code>#t</code> when <var>depth-test</var> will write to the depth buffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-depth_002dtest_002dfunction">Procedure: <strong>depth-test-function</strong> <em>depth-test</em></dt>
-<dd><p>Return the comparison function of <var>depth-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-depth_002dtest_002dnear">Procedure: <strong>depth-test-near</strong> <em>depth-test</em></dt>
-<dd><p>Return the near Z value of <var>depth-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-depth_002dtest_002dfar">Procedure: <strong>depth-test-far</strong> <em>depth-test</em></dt>
-<dd><p>Return the far Z value of <var>depth-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002ddepth_002dtest">Procedure: <strong>current-depth-test</strong></dt>
-<dd><p>Return the current depth test.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003adepth_002dtest">Variable: <strong>g:depth-test</strong></dt>
-<dd><p>Render state for depth tests (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<span id="Stencil-Testing"></span><h4 class="subsubsection">5.3.16.4 Stencil Testing</h4>
-
-<p>The <code>(chickadee graphics stencil)</code> module provides access to the
-<code>g:stencil-test</code> render state.
-</p>
-<dl>
-<dt id="index-default_002dstencil_002dtest">Variable: <strong>default-stencil-test</strong></dt>
-<dd><p>A stencil test that always passes.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dstencil_002dtest">Procedure: <strong>make-stencil-test</strong> <em>[#:mask #xFF] [#:function always] [#:function-mask #xFF] [#:reference 0] [#:on-fail keep] [#:on-depth-fail keep] [#:on-pass keep] [#:mask-front mask] [#:mask-back mask] [#:function-mask-front function-mask] [#:function-mask-back function-mask] [#:refrence-front reference] [#:reference-back reference] [#:on-fail-front on-fail] [#:on-fail-back on-fail] [#:on-depth-fail-front on-depth-fail] [#:on-depth-fail-back on-depth-fail] [#:on-pass-front on-pass] [#:on-pass-back on-pass]</em></dt>
-<dd>
-<p>Return a new stencil test object. Different configurations can be
-used for the front and back faces by using the arguments that end in
-&ldquo;front&rdquo; or &ldquo;back&rdquo;.
-</p>
-<p>Valid values for <var>on-pass</var>, <var>on-fail</var>, and <var>on-depth-fail</var>
-are:
-</p>
-<ul>
-<li> <code>zero</code>
-</li><li> <code>keep</code>
-</li><li> <code>replace</code>
-</li><li> <code>increment</code>
-</li><li> <code>increment-wrap</code>
-</li><li> <code>decrement</code>
-</li><li> <code>decrement-wrap</code>
-</li><li> <code>invert</code>
-</li></ul>
-
-<p>Valid values for <var>function</var> are:
-</p>
-<ul>
-<li> <code>always</code>
-</li><li> <code>never</code>
-</li><li> <code>equal</code>
-</li><li> <code>not-equal</code>
-</li><li> <code>less-than</code>
-</li><li> <code>less-than-or-equal</code>
-</li><li> <code>greater-than</code>
-</li><li> <code>greater-than-or-equal</code>
-</li></ul>
-
-</dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_003f">Procedure: <strong>stencil-test?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> when <var>obj</var> is a stencil test object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002dmask_002dfront">Procedure: <strong>stencil-test-mask-front</strong> <em>stencil-test</em></dt>
-<dd><p>Return the front mask of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002dmask_002dback">Procedure: <strong>stencil-test-mask-back</strong> <em>stencil-test</em></dt>
-<dd><p>Return the back mask of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002dfunction_002dfront">Procedure: <strong>stencil-test-function-front</strong> <em>stencil-test</em></dt>
-<dd><p>Return the front function of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002dfunction_002dback">Procedure: <strong>stencil-test-function-back</strong> <em>stencil-test</em></dt>
-<dd><p>Return the back function of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002dfunction_002dmask_002dfront">Procedure: <strong>stencil-test-function-mask-front</strong> <em>stencil-test</em></dt>
-<dd><p>Return the front function-mask of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002dfunction_002dmask_002dback">Procedure: <strong>stencil-test-function-mask-back</strong> <em>stencil-test</em></dt>
-<dd><p>Return the back function-mask of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002dreference_002dfront">Procedure: <strong>stencil-test-reference-front</strong> <em>stencil-test</em></dt>
-<dd><p>Return the front reference value of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002dreference_002dback">Procedure: <strong>stencil-test-reference-back</strong> <em>stencil-test</em></dt>
-<dd><p>Return the back reference value of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002don_002dfail_002dfront">Procedure: <strong>stencil-test-on-fail-front</strong> <em>stencil-test</em></dt>
-<dd><p>Return the front failure action of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002don_002dfail_002dback">Procedure: <strong>stencil-test-on-fail-back</strong> <em>stencil-test</em></dt>
-<dd><p>Return the back failure action of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002don_002ddepth_002dfail_002dfront">Procedure: <strong>stencil-test-on-depth-fail-front</strong> <em>stencil-test</em></dt>
-<dd><p>Return the front depth test failure action of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002don_002ddepth_002dfail_002dback">Procedure: <strong>stencil-test-on-depth-fail-back</strong> <em>stencil-test</em></dt>
-<dd><p>Return the back depth test failure action of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002don_002dpass_002dfront">Procedure: <strong>stencil-test-on-pass-front</strong> <em>stencil-test</em></dt>
-<dd><p>Return the front pass action of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-stencil_002dtest_002don_002dpass_002dback">Procedure: <strong>stencil-test-on-pass-back</strong> <em>stencil-test</em></dt>
-<dd><p>Return the back pass action of <var>stencil-test</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dstencil_002dtest">Procedure: <strong>current-stencil-test</strong></dt>
-<dd><p>Return the current stencil test.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003astencil_002dtest">Variable: <strong>g:stencil-test</strong></dt>
-<dd><p>Render state for stencil testing (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<span id="Multisample-Antialiasing"></span><h4 class="subsubsection">5.3.16.5 Multisample Antialiasing</h4>
-
-<p>Multisample antialiasing is a feature supported by many, but not all,
-graphics cards. It is a nice easy way to improve the final frame that
-the user sees, particularly in 3D scenes. The <code>(chickadee
-graphics multisample)</code> module provides access to the
-<code>g:multisample?</code> render state.
-</p>
-<dl>
-<dt id="index-current_002dmultisample">Procedure: <strong>current-multisample</strong></dt>
-<dd><p>Return <code>#t</code> if multisampling is enabled.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003amultisample_003f">Variable: <strong>g:multisample?</strong></dt>
-<dd><p>Render state for multisampling (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Rendering-Engine.html" accesskey="n" rel="next">Rendering Engine</a>, Previous: <a href="Viewports.html" accesskey="p" rel="prev">Viewports</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Rendering-Engine.html b/manuals/chickadee/Rendering-Engine.html
deleted file mode 100644
index 8f81fc6..0000000
--- a/manuals/chickadee/Rendering-Engine.html
+++ /dev/null
@@ -1,176 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
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-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
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-<title>Rendering Engine (The Chickadee Game Toolkit)</title>
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-<link href="Graphics.html" rel="up" title="Graphics" />
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-<style type="text/css">
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-<span id="Rendering-Engine"></span><div class="header">
-<p>
-Previous: <a href="Render-Settings.html" accesskey="p" rel="prev">Render Settings</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Rendering-Engine-1"></span><h4 class="subsection">5.3.17 Rendering Engine</h4>
-
-<p>The <code>(chickadee graphics engine)</code> module provides a Scheme
-abstraction to the state of the GPU driver. When the Chickadee game
-loop launches, it takes care to initialize the engine. All draw calls
-and state changes happen within the context of this engine.
-</p>
-<p>Performing a custom draw call could look something like this:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">with-graphics-state</span> <span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">g:blend-mode</span> <span class="syntax-symbol">blend:alpha</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">g:texture-0</span> <span class="syntax-symbol">my-texture</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">shader-apply</span> <span class="syntax-symbol">my-shader</span> <span class="syntax-keyword">#:foo</span> <span class="syntax-symbol">1</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<span id="Render-States"></span><h4 class="subsubsection">5.3.17.1 Render States</h4>
-
-<p>Render states represent individual state values on the GPU. For
-example, the current shader. As a naming convention, Chickadee
-prefixes variables containing render states with <code>g:</code>. Render
-states can be manipulated using the <code>with-graphics-state</code> macro.
-</p>
-<dl>
-<dt id="index-with_002dgraphics_002dstate">Syntax: <strong>with-graphics-state</strong> <em>((name value) &hellip;) body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> with render states defined by <var>name</var> changed
-to <var>value</var>. The render states are restored to their previous
-values afterwards.
-</p></dd></dl>
-
-<p>One additional piece of state that the rendering engine has, that is
-not part of the GPU state, is the current projection matrix:
-</p>
-<dl>
-<dt id="index-current_002dprojection">Procedure: <strong>current-projection</strong></dt>
-<dd><p>Return the currently bound projection matrix (see <a href="Matrices.html">Matrices</a>).
-</p></dd></dl>
-
-<dl>
-<dt id="index-with_002dprojection">Syntax: <strong>with-projection</strong> <em>projection body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> with the current projection matrix bound to
-<var>projection</var> (see <a href="Matrices.html">Matrices</a>).
-</p></dd></dl>
-
-<span id="Rendering"></span><h4 class="subsubsection">5.3.17.2 Rendering</h4>
-
-<p>Chickadee likens a GPU draw call to a Scheme procedure call. A shader
-(see <a href="Shaders.html">Shaders</a>) is like a procedure for the GPU to apply. Shaders
-are passed arguments: The positional arguments are vertex array
-attributes (see <a href="Buffers.html">Buffers</a>) and the keyword arguments correspond to
-the shader&rsquo;s uniform variables. Scheme uses <code>apply</code> to call a
-procedure, so Chickadee uses <code>shader-apply</code> to call a shader.
-</p>
-<dl>
-<dt id="index-shader_002dapply">Syntax: <strong>shader-apply</strong> <em>shader vertex-array [#:uniform-key uniform-value &hellip;]</em></dt>
-<dt id="index-shader_002dapply_002a">Syntax: <strong>shader-apply*</strong> <em>shader vertex-array count [#:uniform-key uniform-value &hellip;]</em></dt>
-<dd>
-<p>Render <var>vertex-array</var> using <var>shader</var> with the uniform values
-specified in the following keyword arguments.
-</p>
-<p>While <code>shader-apply</code> will draw every vertex in <var>vertex-array</var>,
-<code>shader-apply*</code> will only draw <var>count</var> vertices.
-</p></dd></dl>
-
-<dl>
-<dt id="index-shader_002dapply_002finstanced">Syntax: <strong>shader-apply/instanced</strong> <em>shader vertex-array n [#:uniform-key uniform-value &hellip;]</em></dt>
-<dt id="index-shader_002dapply_002finstanced-1">Syntax: <strong>shader-apply/instanced</strong> <em>shader vertex-array count n [#:uniform-key uniform-value &hellip;]</em></dt>
-<dd>
-<p>Render <var>vertex-array</var> <var>n</var> times using <var>shader</var> with the
-uniform values specified in the following keyword arguments.
-</p>
-<p>Instanced rendering is very beneficial for rendering the same object
-many times with only small differences for each one. For example, the
-particle effects described in <a href="Particles.html">Particles</a> use instanced rendering.
-</p>
-<p>While <code>shader-apply/instanced</code> will draw every vertex in
-<var>vertex-array</var>, <code>shader-apply*</code> will only draw <var>count</var>
-vertices.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Previous: <a href="Render-Settings.html" accesskey="p" rel="prev">Render Settings</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Requirements.html b/manuals/chickadee/Requirements.html
deleted file mode 100644
index 1093943..0000000
--- a/manuals/chickadee/Requirements.html
+++ /dev/null
@@ -1,107 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Requirements (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Requirements (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Requirements (The Chickadee Game Toolkit)" />
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-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Installation.html" rel="up" title="Installation" />
-<link href="Getting-Started.html" rel="next" title="Getting Started" />
-<link href="Installation.html" rel="prev" title="Installation" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
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-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
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-span.sansserif {font-family: sans-serif; font-weight: normal}
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-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
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-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
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- }
-}
-
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- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Requirements"></span><div class="header">
-<p>
-Up: <a href="Installation.html" accesskey="u" rel="up">Installation</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Requirements-1"></span><h3 class="section">1.1 Requirements</h3>
-
-<p>Chickadee depends on the following packages:
-</p>
-<ul>
-<li> <a href="https://gnu.org/software/guile">GNU Guile</a>, version 3.0.0 or later;
-</li><li> <a href="https://gnu.org/software/guile-opengl">GNU guile-opengl</a>, version 0.1 or later.
-</li><li> <a href="https://dthompson.us/pages/software/guile-sdl2.html">guile-sdl2</a>, version 0.7.0 or later;
-</li><li> libfreetype
-</li><li> libmpg123
-</li><li> libopenal
-</li><li> libreadline
-</li><li> libvorbisfile
-</li></ul>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Scripting.html b/manuals/chickadee/Scripting.html
deleted file mode 100644
index 2ef1b5b..0000000
--- a/manuals/chickadee/Scripting.html
+++ /dev/null
@@ -1,118 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Scripting (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Scripting (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Scripting (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
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-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="API-Reference.html" rel="up" title="API Reference" />
-<link href="Agendas.html" rel="next" title="Agendas" />
-<link href="The-Environment.html" rel="prev" title="The Environment" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
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-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
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-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
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- }
-}
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- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Scripting"></span><div class="header">
-<p>
-Next: <a href="Data-Structures.html" accesskey="n" rel="next">Data Structures</a>, Previous: <a href="Audio.html" accesskey="p" rel="prev">Audio</a>, Up: <a href="API-Reference.html" accesskey="u" rel="up">API Reference</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Scripting-1"></span><h3 class="section">5.5 Scripting</h3>
-
-<p>Game logic is a web of asynchronous events that are carefully
-coordinated to bring the game world to life. In order to make an
-enemy follow and attack the player, or move an NPC back and forth in
-front of the item shop, or do both at the same time, a scripting
-system is a necessity. Chickadee comes with an asynchronous
-programming system in the <code>(chickadee scripting)</code> module.
-Lightweight, cooperative threads known as &ldquo;scripts&rdquo; allow the
-programmer to write asynchronous code as if it were synchronous, and
-allow many such &ldquo;threads&rdquo; to run concurrently.
-</p>
-<p>But before we dig deeper into scripts, let&rsquo;s discuss the simple act
-of scheduling tasks.
-</p>
-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Agendas.html" accesskey="1">Agendas</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Scheduling tasks.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Scripts.html" accesskey="2">Scripts</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Cooperative multitasking.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Tweening.html" accesskey="3">Tweening</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Animations.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Channels.html" accesskey="4">Channels</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Publish data to listeners.
-</td></tr>
-</table>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Scripts.html b/manuals/chickadee/Scripts.html
deleted file mode 100644
index b62bb2d..0000000
--- a/manuals/chickadee/Scripts.html
+++ /dev/null
@@ -1,212 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Scripts (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Scripts (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Scripts (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
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-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Scripting.html" rel="up" title="Scripting" />
-<link href="Tweening.html" rel="next" title="Tweening" />
-<link href="Agendas.html" rel="prev" title="Agendas" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Scripts"></span><div class="header">
-<p>
-Next: <a href="Tweening.html" accesskey="n" rel="next">Tweening</a>, Previous: <a href="Agendas.html" accesskey="p" rel="prev">Agendas</a>, Up: <a href="Scripting.html" accesskey="u" rel="up">Scripting</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Scripts-1"></span><h4 class="subsection">5.5.2 Scripts</h4>
-
-<p>Now that we can schedule tasks, let&rsquo;s take things to the next level.
-It sure would be great if we could make procedures that described a
-series of actions that happened over time, especially if we could do
-so without contorting our code into a nest of callback procedures.
-This is where scripts come in. With scripts we can write code in a
-linear way, in a manner that appears to be synchronous, but with the
-ability to suspend periodically in order to let other scripts have a
-turn and prevent blocking the game loop. Building on top of the
-scheduling that agendas provide, here is a script that models a child
-trying to get their mother&rsquo;s attention:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">script</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">while</span> <span class="syntax-symbol">#t</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">display</span> <span class="syntax-string">"mom!"</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">newline</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">sleep</span> <span class="syntax-symbol">60</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span> <span class="syntax-comment">; where 60 = 1 second of real time
-</span></pre></div>
-
-<p>This code runs in an endless loop, but the <code>sleep</code> procedure
-suspends the script and schedules it to be run later by the agenda.
-So, after each iteration of the loop, control is returned back to the
-game loop and the program is not stuck spinning in a loop that will
-never exit. Pretty neat, eh?
-</p>
-<p>Scripts can suspend to any capable handler, not just the agenda.
-The <code>yield</code> procedure will suspend the current script and pass
-its &ldquo;continuation&rdquo; to a handler procedure. This handler procedure
-could do anything. Perhaps the handler stashes the continuation
-somewhere where it will be resumed when the user presses a specific
-key on the keyboard, or maybe it will be resumed when the player picks
-up an item off of the dungeon floor; the sky is the limit.
-</p>
-<p>Sometimes it is necessary to abruptly terminate a script after it has
-been started. For example, when an enemy is defeated their AI routine
-needs to be shut down. When a script is spawned, a handle to that
-script is returned that can be used to cancel it when desired.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">script</span> <span class="syntax-open">(</span><span class="syntax-symbol">script</span> <span class="syntax-open">(</span><span class="syntax-symbol">while</span> <span class="syntax-symbol">#t</span> <span class="syntax-open">(</span><span class="syntax-symbol">display</span> <span class="syntax-string">"hey\n"</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">sleep</span> <span class="syntax-symbol">60</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-comment">;; sometime later
-</span><span class="syntax-open">(</span><span class="syntax-symbol">cancel-script</span> <span class="syntax-symbol">script</span><span class="syntax-close">)</span>
-</pre></div>
-
-<dl>
-<dt id="index-spawn_002dscript">Procedure: <strong>spawn-script</strong> <em>thunk</em></dt>
-<dd><p>Apply <var>thunk</var> as a script and return a handle to it.
-</p></dd></dl>
-
-<dl>
-<dt id="index-script">Syntax: <strong>script</strong> <em>body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> as a script and return a handle to it.
-</p></dd></dl>
-
-<dl>
-<dt id="index-script_003f">Procedure: <strong>script?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a script handle.
-</p></dd></dl>
-
-<dl>
-<dt id="index-script_002dcancelled_003f">Procedure: <strong>script-cancelled?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> has been cancelled.
-</p></dd></dl>
-
-<dl>
-<dt id="index-script_002drunning_003f">Procedure: <strong>script-running?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> has not yet terminated or been
-cancelled.
-</p></dd></dl>
-
-<dl>
-<dt id="index-script_002dcomplete_003f">Procedure: <strong>script-complete?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> has terminated.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cancel_002dscript">Procedure: <strong>cancel-script</strong> <em>co</em></dt>
-<dd><p>Prevent further execution of the script <var>co</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-yield">Procedure: <strong>yield</strong> <em>handler</em></dt>
-<dd><p>Suspend the current script and pass its continuation to the
-procedure <var>handler</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-join">Procedure: <strong>join</strong> <em>script</em></dt>
-<dd><p>Suspend the current script until <var>script</var> has terminated.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sleep">Procedure: <strong>sleep</strong> <em>duration</em></dt>
-<dd><p>Wait <var>duration</var> before resuming the current script.
-</p></dd></dl>
-
-<dl>
-<dt id="index-wait_002duntil">Syntax: <strong>wait-until</strong> <em>condition</em></dt>
-<dd><p>Wait until <var>condition</var> is met before resuming the current script.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">script</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">wait-until</span> <span class="syntax-open">(</span><span class="syntax-symbol">key-pressed?</span> <span class="syntax-symbol">'z</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">display</span> <span class="syntax-string">"you pressed the Z key!\n"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-</dd></dl>
-
-<dl>
-<dt id="index-forever">Syntax: <strong>forever</strong> <em>body &hellip;</em></dt>
-<dd><p>Evaluate <var>body</var> in an endless loop.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Tweening.html" accesskey="n" rel="next">Tweening</a>, Previous: <a href="Agendas.html" accesskey="p" rel="prev">Agendas</a>, Up: <a href="Scripting.html" accesskey="u" rel="up">Scripting</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Shaders.html b/manuals/chickadee/Shaders.html
deleted file mode 100644
index 505e031..0000000
--- a/manuals/chickadee/Shaders.html
+++ /dev/null
@@ -1,405 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Shaders (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Shaders (The Chickadee Game Toolkit)" />
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-<link href="Graphics.html" rel="up" title="Graphics" />
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-span.nolinebreak {white-space: nowrap}
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-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
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- body {
- margin-left: 6rem;
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-</style>
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-</head>
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-<body lang="en">
-<span id="Shaders"></span><div class="header">
-<p>
-Next: <a href="Framebuffers.html" accesskey="n" rel="next">Framebuffers</a>, Previous: <a href="Buffers.html" accesskey="p" rel="prev">Buffers</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Shaders-1"></span><h4 class="subsection">5.3.13 Shaders</h4>
-
-<p>Shaders are programs that the GPU can evaluate that allow the
-programmer to completely customized the final output of a GPU draw
-call. The <code>(chickadee graphics shader)</code> module provides an API for
-building custom shaders.
-</p>
-<p>Shaders are written in the OpenGL Shading Language, or GLSL for short.
-Chickadee aspires to provide a domain specific language for writing
-shaders in Scheme, but we are not there yet.
-</p>
-<p>Shader programs consist of two components: A vertex shader and a
-fragment shader. A vertex shader receives vertex data (position
-coordinates, texture coordinates, normals, etc.) and transforms them
-as desired, whereas a fragment shader controls the color of each
-pixel.
-</p>
-<p>Sample vertex shader:
-</p>
-<div class="example">
-<pre class="verbatim">#version 130
-
-in vec2 position;
-in vec2 tex;
-out vec2 fragTex;
-uniform mat4 mvp;
-
-void main(void) {
- fragTex = tex;
- gl_Position = mvp * vec4(position.xy, 0.0, 1.0);
-}
-</pre></div>
-
-<p>Sample fragment shader:
-</p>
-<div class="example">
-<pre class="verbatim">#version 130
-
-in vec2 fragTex;
-uniform sampler2D colorTexture;
-
-void main (void) {
- gl_FragColor = texture2D(colorTexture, fragTex);
-}
-</pre></div>
-
-<p>This manual will not cover GLSL features and syntax as there is lots
-of information already available about this topic.
-</p>
-<p>One way to think about rendering with shaders, and the metaphor
-Chickadee uses, is to think about it as a function call: The shader is
-a function, and it is applied to some &ldquo;attributes&rdquo; (positional
-arguments), and some &ldquo;uniforms&rdquo; (keyword arguments).
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">my-shader</span> <span class="syntax-open">(</span><span class="syntax-symbol">load-shader</span> <span class="syntax-string">"vert.glsl"</span> <span class="syntax-string">"frag.glsl"</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">vertices</span> <span class="syntax-open">(</span><span class="syntax-symbol">make-vertex-array</span> <span class="syntax-symbol">...</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-symbol">shader-apply</span> <span class="syntax-symbol">my-shader</span> <span class="syntax-symbol">vertices</span> <span class="syntax-keyword">#:color</span> <span class="syntax-symbol">red</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>See <a href="Rendering-Engine.html">Rendering Engine</a> for more details about the <code>shader-apply</code>
-procedure.
-</p>
-<p>Shaders are incredibly powerful tools, and there&rsquo;s more information
-about them than we could ever fit into this manual, so we highly
-recommend searching the web for more information and examples. What
-we can say, though, is how to use our API:
-</p>
-<dl>
-<dt id="index-strings_002d_003eshader">Procedure: <strong>strings-&gt;shader</strong> <em>vertex-source fragment-source</em></dt>
-<dd><p>Compile <var>vertex-source</var>, the GLSL code for the vertex shader, and
-<var>fragment-source</var>, the GLSL code for the fragment shader, into a
-GPU shader program.
-</p></dd></dl>
-
-<dl>
-<dt id="index-load_002dshader">Procedure: <strong>load-shader</strong> <em>vertex-source-file fragment-source-file</em></dt>
-<dd><p>Compile the GLSL source code within <var>vertex-source-file</var> and
-<var>fragment-source-file</var> into a GPU shader program.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dshader">Procedure: <strong>make-shader</strong> <em>vertex-port fragment-port</em></dt>
-<dd><p>Read GLSL source from <var>vertex-port</var> and <var>fragment-port</var> and
-compile them into a GPU shader program.
-</p></dd></dl>
-
-<dl>
-<dt id="index-shader_003f">Procedure: <strong>shader?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a shader.
-</p></dd></dl>
-
-<dl>
-<dt id="index-null_002dshader">Variable: <strong>null-shader</strong></dt>
-<dd><p>Represents the absence shader program.
-</p></dd></dl>
-
-<dl>
-<dt id="index-shader_002duniform">Procedure: <strong>shader-uniform</strong> <em>shader name</em></dt>
-<dd><p>Return the metadata for the uniform <var>name</var> in <var>shader</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-shader_002duniforms">Procedure: <strong>shader-uniforms</strong> <em>shader</em></dt>
-<dd><p>Return a hash table of uniforms for <var>shader</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-shader_002dattributes">Procedure: <strong>shader-attributes</strong> <em>shader</em></dt>
-<dd><p>Return a hash table of attributes for <var>shader</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-shader_002duniform_002dset_0021">Procedure: <strong>shader-uniform-set!</strong> <em>shader uniform value</em></dt>
-</dl>
-
-<span id="Attributes"></span><h4 class="subsubsection">5.3.13.1 Attributes</h4>
-
-<dl>
-<dt id="index-attribute_003f">Procedure: <strong>attribute?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is an attribute.
-</p></dd></dl>
-
-<dl>
-<dt id="index-attribute_002dname">Procedure: <strong>attribute-name</strong> <em>attribute</em></dt>
-<dd><p>Return the variable name of <var>attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-attribute_002dlocation">Procedure: <strong>attribute-location</strong> <em>attribute</em></dt>
-<dd><p>Return the binding location of <var>attribute</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-attribute_002dtype">Procedure: <strong>attribute-type</strong> <em>attribute</em></dt>
-<dd><p>Return the data type of <var>attribute</var>.
-</p></dd></dl>
-
-<span id="Uniforms"></span><h4 class="subsubsection">5.3.13.2 Uniforms</h4>
-
-<dl>
-<dt id="index-uniform_003f">Procedure: <strong>uniform?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a uniform.
-</p></dd></dl>
-
-<dl>
-<dt id="index-uniform_002dname">Procedure: <strong>uniform-name</strong> <em>uniform</em></dt>
-<dd><p>Return the variable name of <var>uniform</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-uniform_002dtype">Procedure: <strong>uniform-type</strong> <em>uniform</em></dt>
-<dd><p>Return the data type of <var>uniform</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-uniform_002dvalue">Procedure: <strong>uniform-value</strong> <em>uniform</em></dt>
-<dd><p>Return the current value of <var>uniform</var>.
-</p></dd></dl>
-
-<span id="User_002dDefined-Shader-Types"></span><h4 class="subsubsection">5.3.13.3 User-Defined Shader Types</h4>
-
-<p>The shader examples in this manual thus far have only shown uniforms
-defined using primitive types. However, GLSL shaders support
-user-defined compound structs, such as this one:
-</p>
-<div class="example">
-<pre class="verbatim">struct Light {
- bool enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 color;
- float intensity;
- float cutOff;
-};
-
-uniform Light light;
-</pre></div>
-
-<p>While <code>light</code> is declared as a single uniform in the shader code,
-OpenGL translates this into <em>seven</em> uniforms in this case: One
-uniform each member of the <code>Light</code> struct. This poses a problem
-for sending Scheme data to the GPU. How can compound Scheme data
-translate into compound uniform data on the GPU? The answer is with
-shader types. Shader types are a special kind of Guile struct that
-provide a one-to-one mapping between a Scheme data structure and a
-shader struct.
-</p>
-<p>Some example code will explain this concept best. Here is the Scheme
-equivalent of the <code>Light</code> struct:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define-shader-type</span> <span class="syntax-symbol">&lt;light&gt;</span>
- <span class="syntax-symbol">make-light</span>
- <span class="syntax-symbol">light?</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">bool</span> <span class="syntax-symbol">enabled</span> <span class="syntax-symbol">light-enabled?</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">int</span> <span class="syntax-symbol">type</span> <span class="syntax-symbol">light-type</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">float-vec3</span> <span class="syntax-symbol">position</span> <span class="syntax-symbol">light-position</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">float-vec3</span> <span class="syntax-symbol">direction</span> <span class="syntax-symbol">light-direction</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">float-vec4</span> <span class="syntax-symbol">color</span> <span class="syntax-symbol">light-color</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">float</span> <span class="syntax-symbol">intensity</span> <span class="syntax-symbol">light-intensity</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">float</span> <span class="syntax-symbol">cut-off</span> <span class="syntax-symbol">light-cut-off</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p>The macro <code>define-shader-type</code> closely resembles the familiar
-<code>define-record-type</code> from SRFI-9, but with one notable
-difference: Each struct field contains type information. The type
-must be one of several primitive types (documented below) or another
-shader type in the case of a nested structure.
-</p>
-<p>It is important to note that the names of the shader type fields
-<em>must</em> match the names of the struct members in the GLSL code,
-otherwise Chickadee will be unable to perform the proper translation.
-</p>
-<p>As of this writing, this interface is new and experimental. It
-remains to be seen if this model is robust enough for all use-cases.
-</p>
-<p>Primitive data types:
-</p>
-<dl>
-<dt id="index-bool">Variable: <strong>bool</strong></dt>
-<dd><p>Either <code>#t</code> or <code>#f</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-int">Variable: <strong>int</strong></dt>
-<dd><p>An integer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-unsigned_002dint">Variable: <strong>unsigned-int</strong></dt>
-<dd><p>An unsigned integer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-float">Variable: <strong>float</strong></dt>
-<dd><p>A floating point number.
-</p></dd></dl>
-
-<dl>
-<dt id="index-float_002dvec2">Variable: <strong>float-vec2</strong></dt>
-<dd><p>A 2D vector (see <a href="Vectors.html">Vectors</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-float_002dvec3">Variable: <strong>float-vec3</strong></dt>
-<dd><p>A 3D vector (see <a href="Vectors.html">Vectors</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-float_002dvec4">Variable: <strong>float-vec4</strong></dt>
-<dd><p>A color (see <a href="Colors.html">Colors</a>) or rectangle (see <a href="Rectangles.html">Rectangles</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-mat3">Variable: <strong>mat3</strong></dt>
-<dd><p>A 3x3 matrix (see <a href="Matrices.html">Matrices</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-mat4">Variable: <strong>mat4</strong></dt>
-<dd><p>A 4x4 matrix (see <a href="Matrices.html">Matrices</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-sampler_002d2d">Variable: <strong>sampler-2d</strong></dt>
-<dd><p>A texture (see <a href="Textures.html">Textures</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-sampler_002dcube">Variable: <strong>sampler-cube</strong></dt>
-<dd><p>A cube map (see <a href="Textures.html">Textures</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-local_002dfield">Variable: <strong>local-field</strong></dt>
-<dd><p>A special type that means that the data is for the client-side
-(Scheme-side) only and should not be sent to the GPU. Any object may
-be stored in a local field.
-</p></dd></dl>
-
-<dl>
-<dt id="index-define_002dshader_002dtype">Syntax: <strong>define-shader-type</strong> <em>&lt;name&gt; constructor predicate (field-type field-name [field-getter] [field-setter]) &hellip;</em></dt>
-<dd>
-<p>Define a new shader data type called <var>&lt;name&gt;</var>.
-</p>
-<p>Instances of this data type are created by calling the
-<var>constructor</var> procedure. This procedure maps each field to a
-keyword argument. A shader data type with the fields <code>foo</code>,
-<code>bar</code>, and <code>baz</code> would have a constructor that accepts the
-keyword arguments <code>#:foo</code>, <code>#:bar</code>, and <code>#:baz</code>.
-</p>
-<p>A procedure named <var>predicate</var> will test if an object is a
-<var>&lt;name&gt;</var> shader data type.
-</p>
-<p>Fields follow the format <code>(field-type field-name [field-getter]
-[field-setter])</code>. <var>field-type</var> and <var>field-name</var> are required
-for each field, but <var>field-getter</var> and <var>field-setter</var> are
-optional.
-</p>
-</dd></dl>
-
-<dl>
-<dt id="index-shader_002ddata_002dtype_003f">Procedure: <strong>shader-data-type?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a shader data type object.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Framebuffers.html" accesskey="n" rel="next">Framebuffers</a>, Previous: <a href="Buffers.html" accesskey="p" rel="prev">Buffers</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Skyboxes.html b/manuals/chickadee/Skyboxes.html
deleted file mode 100644
index 07cc5d6..0000000
--- a/manuals/chickadee/Skyboxes.html
+++ /dev/null
@@ -1,119 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Skyboxes (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Skyboxes (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Skyboxes (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
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-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Meshes.html" rel="next" title="Meshes" />
-<link href="Lights.html" rel="prev" title="Lights" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
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-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
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-pre.format {font-family: inherit}
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-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Skyboxes"></span><div class="header">
-<p>
-Next: <a href="Meshes.html" accesskey="n" rel="next">Meshes</a>, Previous: <a href="Lights.html" accesskey="p" rel="prev">Lights</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Skyboxes-1"></span><h4 class="subsection">5.3.10 Skyboxes</h4>
-
-<p>Skyboxes are used as backgrounds in 3D environments, as well as a
-source of ambient lighting data when rendering 3D objects. The
-<code>(chickadee graphics skybox)</code> module provides an API for making
-skyboxes.
-</p>
-<dl>
-<dt id="index-make_002dskybox">Procedure: <strong>make-skybox</strong> <em>cube-map</em></dt>
-<dd><p>Return a new skybox that uses <var>cube-map</var> for a texture.
-</p></dd></dl>
-
-<dl>
-<dt id="index-skybox_003f">Procedure: <strong>skybox?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a skybox.
-</p></dd></dl>
-
-<dl>
-<dt id="index-skybox_002dcube_002dmap">Procedure: <strong>skybox-cube-map</strong> <em>sky-box</em></dt>
-<dd><p>Return the cube map of <var>skybox</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dskybox">Procedure: <strong>draw-skybox</strong> <em>skybox view</em></dt>
-<dd><p>Render <var>skybox</var> to the screen using the view matrix <var>view</var>.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Sources.html b/manuals/chickadee/Sources.html
deleted file mode 100644
index cca3b56..0000000
--- a/manuals/chickadee/Sources.html
+++ /dev/null
@@ -1,336 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Sources (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Sources (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Sources (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Audio.html" rel="up" title="Audio" />
-<link href="The-Listener.html" rel="next" title="The Listener" />
-<link href="Audio-Files.html" rel="prev" title="Audio Files" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Sources"></span><div class="header">
-<p>
-Next: <a href="The-Listener.html" accesskey="n" rel="next">The Listener</a>, Previous: <a href="Audio-Files.html" accesskey="p" rel="prev">Audio Files</a>, Up: <a href="Audio.html" accesskey="u" rel="up">Audio</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Sources-1"></span><h4 class="subsection">5.4.2 Sources</h4>
-
-<p>While the <code>audio-play</code> procedure provides a quick and convenient
-way to play audio, it has some limitations. What if the audio is a
-long piece of music that might need to be paused or stopped later?
-What if the audio should be looped? What if the volume or pitch needs
-to be altered? For manipulating audio in these ways, a &ldquo;source&rdquo; is
-required. Sources can be thought of like a boombox: They sit
-somewhere in the room and play sound. The pause or stop buttons can
-be pressed; it can be moved somewhere else; the volume knob can be
-adjusted; the CD can be changed.
-</p>
-<p>Sources are a great fit for handling background music, among other
-things. For quick, one-off sound effects, <code>audio-play</code> is a
-better fit.
-</p>
-<dl>
-<dt id="index-make_002dsource">Procedure: <strong>make-source</strong> <em>audio loop? [#:pitch 1.0] [#:volume 1.0] [#:min-volume 0.0] [#:max-volume 1.0] [#:max-distance] [#:reference-distance 0.0] [#:rolloff-factor 1.0] [#:cone-outer-volume 0.0] [#:cone-inner-angle 0.0] [#:cone-outer-angle] [#:position <code>(vec3 0.0 0.0 0.0)</code>] [#:velocity <code>(vec3 0.0 0.0 0.0)</code>] [#:direction <code>(vec3 0.0 0.0 0.0)</code>] [#:relative? <code>#f</code>]</em></dt>
-<dd>
-<p>Return a new audio source. <var>audio</var> is the audio data to use when
-playing. <var>loop?</var> specifies whether or not to loop the audio
-during playback.
-</p>
-<p>Refer to <code>audio-play</code> (see <a href="Audio-Files.html">Audio Files</a>) for information about
-the optional keyword arguments.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_003f">Procedure: <strong>source?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is an audio source object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-streaming_002dsource_003f">Procedure: <strong>streaming-source?</strong> <em>source</em></dt>
-<dd><p>Return <code>#t</code> if <var>source</var> contains streaming audio.
-</p></dd></dl>
-
-<dl>
-<dt id="index-static_002dsource_003f">Procedure: <strong>static-source?</strong> <em>source</em></dt>
-<dd><p>Return <code>#t</code> if <var>source</var> contains static audio.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dplaying_003f">Procedure: <strong>source-playing?</strong> <em>source</em></dt>
-<dd><p>Return <code>#t</code> if <var>source</var> is currently playing.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dpaused_003f">Procedure: <strong>source-paused?</strong> <em>source</em></dt>
-<dd><p>Return <code>#t</code> if <var>source</var> is currently paused.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dstopped_003f">Procedure: <strong>source-stopped?</strong> <em>source</em></dt>
-<dd><p>Return <code>#t</code> if <var>source</var> is currently stopped.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dpitch">Procedure: <strong>source-pitch</strong> <em>source</em></dt>
-<dd><p>Return the pitch multiplier of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dvolume">Procedure: <strong>source-volume</strong> <em>source</em></dt>
-<dd><p>Return the volume multiplier of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dmin_002dvolume">Procedure: <strong>source-min-volume</strong> <em>source</em></dt>
-<dd><p>Return the minimum volume of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dmax_002dvolume">Procedure: <strong>source-max-volume</strong> <em>source</em></dt>
-<dd><p>Return the maximum volume of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dmax_002ddistance">Procedure: <strong>source-max-distance</strong> <em>source</em></dt>
-<dd><p>Return the maximum distance of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dreference_002ddistance">Procedure: <strong>source-reference-distance</strong> <em>source</em></dt>
-<dd><p>Return the reference distance of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002drolloff_002dfactor">Procedure: <strong>source-rolloff-factor</strong> <em>source</em></dt>
-<dd><p>Return the rolloff factor of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dcone_002douter_002dvolume">Procedure: <strong>source-cone-outer-volume</strong> <em>source</em></dt>
-<dd><p>Return the volume of <var>source</var> when outside the oriented cone.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dcone_002dinner_002dangle">Procedure: <strong>source-cone-inner-angle</strong> <em>source</em></dt>
-<dd><p>Return the inner angle of the sound cone of <var>source</var> in radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dcone_002douter_002dangle">Procedure: <strong>source-cone-outer-angle</strong> <em>source</em></dt>
-<dd><p>Return the outer angle of the sound cone of <var>source</var> in radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dposition">Procedure: <strong>source-position</strong> <em>source</em></dt>
-<dd><p>Return the position of <var>source</var> as a 3D vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dvelocity">Procedure: <strong>source-velocity</strong> <em>source</em></dt>
-<dd><p>Return the velocity of <var>source</var> as a 3D vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002ddirection">Procedure: <strong>source-direction</strong> <em>source</em></dt>
-<dd><p>Return the direction of <var>source</var> as a 3D vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002drelative_003f">Procedure: <strong>source-relative?</strong> <em>source</em></dt>
-<dd><p>Return <code>#t</code> if the position of <var>source</var> is relative to the
-listener&rsquo;s position.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dplay">Procedure: <strong>source-play</strong> <em>source</em></dt>
-<dd><p>Begin/resume playback of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dpause">Procedure: <strong>source-pause</strong> <em>source</em></dt>
-<dd><p>Pause playback of <var>source</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dtoggle">Procedure: <strong>source-toggle</strong> <em>source</em></dt>
-<dd><p>Play <var>source</var> if it is currently paused or pause <var>source</var> if
-it is currently playing.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002dstop">Procedure: <strong>source-stop</strong> <em>[source]</em></dt>
-<dd><p>Stop playing <var>source</var> or, if no source is specified, stop playing
-<em>all</em> sources.
-</p></dd></dl>
-
-<dl>
-<dt id="index-source_002drewind">Procedure: <strong>source-rewind</strong> <em>source</em></dt>
-<dd><p>Rewind <var>source</var> to the beginning of the audio stream.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002daudio_0021">Procedure: <strong>set-source-audio!</strong> <em>source audio</em></dt>
-<dd><p>Set the playback stream for <var>source</var> to <var>audio</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dloop_0021">Procedure: <strong>set-source-loop!</strong> <em>source loop?</em></dt>
-<dd><p>Configure whether or not <var>source</var> should loop the audio stream.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dpitch_0021">Procedure: <strong>set-source-pitch!</strong> <em>source pitch</em></dt>
-<dd><p>Set the pitch multiplier of <var>source</var> to <var>pitch</var>
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dvolume_0021">Procedure: <strong>set-source-volume!</strong> <em>source volume</em></dt>
-<dd><p>Set the volume of <var>source</var> to <var>volume</var>. A value of 1.0 is
-100% volume.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dmin_002dvolume_0021">Procedure: <strong>set-source-min-volume!</strong> <em>source volume</em></dt>
-<dd><p>Set the minimum volume of <var>source</var> to <var>volume</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dmax_002dvolume_0021">Procedure: <strong>set-source-max-volume!</strong> <em>source volume</em></dt>
-<dd><p>Set the maximum volume of <var>source</var> to <var>volume</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dmax_002ddistance_0021">Procedure: <strong>set-source-max-distance!</strong> <em>source distance</em></dt>
-<dd><p>Set the distance where there will no longer be any attenuation of
-<var>source</var> to <var>distance</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dreference_002ddistance_0021">Procedure: <strong>set-source-reference-distance!</strong> <em>source distance</em></dt>
-<dd><p>Set the reference distance of <var>source</var> to <var>distance</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002drolloff_002dfactor_0021">Procedure: <strong>set-source-rolloff-factor!</strong> <em>source factor</em></dt>
-<dd><p>Set the rolloff factor for <var>source</var> to <var>factor</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dcone_002douter_002dvolume_0021">Procedure: <strong>set-source-cone-outer-volume!</strong> <em>source volume</em></dt>
-<dd><p>Set the volume for <var>source</var> when outside the sound cone to <var>volume</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dcone_002dinner_002dangle_0021">Procedure: <strong>set-source-cone-inner-angle!</strong> <em>source angle</em></dt>
-<dd><p>Set the inner angle of the sound cone of <var>source</var> to <var>angle</var> radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dcone_002douter_002dangle_0021">Procedure: <strong>set-source-cone-outer-angle!</strong> <em>source angle</em></dt>
-<dd><p>Set the outer angle of the sound cone of <var>source</var> to <var>angle</var> radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dposition_0021">Procedure: <strong>set-source-position!</strong> <em>source position</em></dt>
-<dd><p>Set the position of <var>source</var> to the 3D vector <var>position</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002dvelocity_0021">Procedure: <strong>set-source-velocity!</strong> <em>source velocity</em></dt>
-<dd><p>Set the velocity of <var>source</var> to the 3D vector <var>velocity</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002ddirection_0021">Procedure: <strong>set-source-direction!</strong> <em>source direction</em></dt>
-<dd><p>Set the velocity of <var>source</var> to the 3D vector <var>direction</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsource_002drelative_0021">Procedure: <strong>set-source-relative!</strong> <em>source relative?</em></dt>
-<dd><p>If <var>relative?</var> is <code>#t</code>, the position of <var>source</var> is
-interpreted as relative to the listener&rsquo;s position. Otherwise, the
-position of <var>source</var> is in absolute coordinates.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="The-Listener.html" accesskey="n" rel="next">The Listener</a>, Previous: <a href="Audio-Files.html" accesskey="p" rel="prev">Audio Files</a>, Up: <a href="Audio.html" accesskey="u" rel="up">Audio</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Sprites.html b/manuals/chickadee/Sprites.html
deleted file mode 100644
index 3d045ba..0000000
--- a/manuals/chickadee/Sprites.html
+++ /dev/null
@@ -1,233 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Sprites (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Sprites (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Sprites (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Fonts.html" rel="next" title="Fonts" />
-<link href="Textures.html" rel="prev" title="Textures" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Sprites"></span><div class="header">
-<p>
-Next: <a href="Fonts.html" accesskey="n" rel="next">Fonts</a>, Previous: <a href="Textures.html" accesskey="p" rel="prev">Textures</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Sprites-1"></span><h4 class="subsection">5.3.3 Sprites</h4>
-
-<p>For those who are new to this game, a sprite is a 2D rectangular
-bitmap that is rendered to the screen. For 2D games, sprites are the
-most essential graphical abstraction. They are used for drawing maps,
-players, NPCs, items, particles, text, etc.
-</p>
-<p>In Chickadee, the <code>(chickadee graphics sprite)</code> module provides the
-interface for working with sprites. Bitmaps are stored in textures
-(see <a href="Textures.html">Textures</a>) and can be used to draw sprites via the
-<code>draw-sprite</code> procedure.
-</p>
-<dl>
-<dt id="index-draw_002dsprite">Procedure: <strong>draw-sprite</strong> <em>texture position [#:blend-mode] [#:origin] [#:rect] [#:rotation] [#:scale] [#:shear] [#:tint white]</em></dt>
-<dd>
-<p>Draw <var>texture</var> at <var>position</var>.
-</p>
-<p>Optionally, other transformations may be applied to the sprite.
-<var>rotation</var> specifies the angle to rotate the sprite, in radians.
-<var>scale</var> specifies the scaling factor as a 2D vector. <var>shear</var>
-specifies the shearing factor as a 2D vector. All transformations are
-applied relative to <var>origin</var>, a 2D vector, which defaults to the
-lower-left corner.
-</p>
-<p><var>tint</var> specifies the color to multiply against all the sprite&rsquo;s
-pixels. By default white is used, which does no tinting at all.
-</p>
-<p>Alpha blending is used by default but the blending method can be
-changed by specifying <var>blend-mode</var>.
-</p>
-<p>The area drawn to is as big as the texture, by default. To draw to an
-arbitrary section of the screen, specify <var>rect</var>.
-</p></dd></dl>
-
-<span id="Sprite-Batches"></span><h4 class="subsubsection">5.3.3.1 Sprite Batches</h4>
-
-<p>It&rsquo;s not uncommon to need to draw hundreds or thousands of sprites
-each frame. However, GPUs (graphics processing units) are tricky
-beasts that prefer to be sent few, large chunks of data to render
-rather than many, small chunks. Using <code>draw-sprite</code> on its own
-will involve at least one GPU call <em>per sprite</em>. This is fine
-for rendering a few dozen sprites, but will become a serious
-bottleneck when rendering hundreds or thousands of sprites. To deal
-with this, a technique known as &ldquo;sprite batching&rdquo; is used. Instead
-of drawing each sprite immediately, the sprite batch will build up a
-large buffer of sprites to draw and send them to the GPU all at once.
-There is one caveat, however. Batching only works if the sprites
-being drawn share a common texture. A good strategy for reducing the
-number of different textures is to stuff many bitmaps into a single
-image file and create a &ldquo;texture atlas&rdquo; (see <a href="Textures.html">Textures</a>) to access
-the sub-images within.
-</p>
-<dl>
-<dt id="index-make_002dsprite_002dbatch">Procedure: <strong>make-sprite-batch</strong> <em>texture [#:capacity 256]</em></dt>
-<dd><p>Create a new sprite batch for <var>texture</var> with initial space for
-<var>capacity</var> sprites. Sprite batches automatically resize when they
-are full to accomodate as many sprites as necessary.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sprite_002dbatch_003f">Procedure: <strong>sprite-batch?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a sprite batch.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sprite_002dbatch_002dtexture">Procedure: <strong>sprite-batch-texture</strong> <em>batch</em></dt>
-<dd><p>Return the texture for <var>batch</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dsprite_002dbatch_002dtexture_0021">Procedure: <strong>set-sprite-batch-texture!</strong> <em>batch texture</em></dt>
-<dd><p>Set texture for <var>batch</var> to <var>texture</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sprite_002dbatch_002dadd_0021">Procedure: <strong>sprite-batch-add!</strong> <em>batch position [#:origin] [:rotation] [#:scale] [#:shear] [#:texture-region] [#:tint <code>white</code>]</em></dt>
-<dd>
-<p>Add sprite located at <var>position</var> to <var>batch</var>.
-</p>
-<p>To render a subsection of the batch&rsquo;s texture, a texture object whose
-parent is the batch texture may be specified as <var>texture-region</var>.
-</p>
-<p>See <code>draw-sprite</code> for information about the other arguments.
-</p></dd></dl>
-
-<dl>
-<dt id="index-sprite_002dbatch_002dclear_0021">Procedure: <strong>sprite-batch-clear!</strong> <em>batch</em></dt>
-<dd><p>Reset size of <var>batch</var> to 0.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dsprite_002dbatch">Procedure: <strong>draw-sprite-batch</strong> <em>batch [#:blend-mode]</em></dt>
-<dd><p>Render <var>batch</var> using <var>blend-mode</var>. Alpha blending is used by
-default.
-</p></dd></dl>
-
-<span id="g_t9_002dPatches"></span><h4 class="subsubsection">5.3.3.2 9-Patches</h4>
-
-<p>A 9-patch is a method of rendering a texture so that it can be
-stretched to cover an area of any size without becoming distorted.
-This is achieved by dividing up the sprite into nine regions:
-</p>
-<ul>
-<li> the center, which can be stretched or tiled horizontally and vertically
-</li><li> the four corners, which are never stretched or tiled
-</li><li> the left and right sides, which can be stretched or tiled vertically
-</li><li> the top and bottom sides, which can be stretched or tiled horizontally
-</li></ul>
-
-<p>The most common application of this technique is for graphical user
-interface widgets like buttons and dialog boxes which are often
-dynamically resizable. By using a 9-patch, they can be rendered at
-any size without scaling artifacts. The <code>(chickadee graphics
-9-patch)</code> module provides this functionality.
-</p>
-<dl>
-<dt id="index-draw_002d9_002dpatch">Procedure: <strong>draw-9-patch</strong> <em>texture rect [#:margin 0] [#:top-margin margin] [#:bottom-margin margin] [#:left-margin margin] [#:right-margin margin] [#:mode stretch] [#:origin] [#:scale] [#:rotation] [#:blend-mode] [#:tint white]</em></dt>
-<dd>
-<p>Draw a 9-patch over the area <var>rect</var> using <var>texture</var> whose
-stretchable/tileable patches are defined by the given margin
-measurements. The corners are never stretched/tiled, the left and
-right edges will be stretched/tiled vertically, the top and bottom
-edges may be stretched/tiled horizontally, and the center may be
-stretched/tiled in both directions.
-</p>
-<p><var>mode</var> may be either <code>stretch</code> (the default) or <code>tile</code>.
-</p>
-<p><var>margin</var> specifies the margin size for all sides of the 9-patch.
-To make margins of differing sizes, the <var>top-margin</var>,
-<var>bottom-margin</var>, <var>left-margin</var>, and <var>right-margin</var>
-arguments may be used.
-</p>
-<p>Refer to <code>draw-sprite</code> for information about the other arguments
-as they are the same.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Fonts.html" accesskey="n" rel="next">Fonts</a>, Previous: <a href="Textures.html" accesskey="p" rel="prev">Textures</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Textures.html b/manuals/chickadee/Textures.html
deleted file mode 100644
index 5b8e506..0000000
--- a/manuals/chickadee/Textures.html
+++ /dev/null
@@ -1,297 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Textures (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Textures (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Textures (The Chickadee Game Toolkit)" />
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-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Sprites.html" rel="next" title="Sprites" />
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-<style type="text/css">
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---&gt;
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-</head>
-
-<body lang="en">
-<span id="Textures"></span><div class="header">
-<p>
-Next: <a href="Sprites.html" accesskey="n" rel="next">Sprites</a>, Previous: <a href="Colors.html" accesskey="p" rel="prev">Colors</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Textures-1"></span><h4 class="subsection">5.3.2 Textures</h4>
-
-<p>Textures are essentially images: a 2D grid of color values. However,
-this is a great simplification. Textures can be used to store any
-kind of data that can be encoded into color channels. The
-<code>(chickadee graphics texture)</code> module provides an interface for
-working with texture objects.
-</p>
-<dl>
-<dt id="index-load_002dimage">Procedure: <strong>load-image</strong> <em>file [#:min-filter nearest] [#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat] [#:transparent-color]</em></dt>
-<dd>
-<p>Load the image data from <var>file</var> and return a new texture object.
-</p>
-<p><var>min-filter</var> and <var>mag-filter</var> describe the method that should
-be used for minification and magnification when rendering,
-respectively. Possible values are <code>nearest</code> and <code>linear</code>.
-</p>
-<p><var>wrap-s</var> and <var>wrap-t</var> describe how to interpret texture
-coordinates that are greater than <code>1.0</code>. Possible values are
-<code>repeat</code>, <code>mirrored-repeat</code>, <code>clamp</code>,
-<code>clamp-to-border</code>, and <code>clamp-to-edge</code>.
-</p>
-<p>For color-keyed images (images where a specific color should be made
-transparent), specify the appropriate <var>transparent-color</var>.
-</p>
-</dd></dl>
-
-<dl>
-<dt id="index-texture_003f">Procedure: <strong>texture?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a texture.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dregion_003f">Procedure: <strong>texture-region?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a texture region.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dparent">Procedure: <strong>texture-parent</strong> <em>texture</em></dt>
-<dd><p>If <var>texture</var> is a texture region, return the full texture that it
-is based upon. Otherwise, return <code>#f</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dmin_002dfilter">Procedure: <strong>texture-min-filter</strong> <em>texture</em></dt>
-<dd><p>Return the minification filter for <var>texture</var>, either
-<code>nearest</code> or <code>linear</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dmag_002dfilter">Procedure: <strong>texture-mag-filter</strong> <em>texture</em></dt>
-<dd><p>Return the magnification filter for <var>texture</var>, either
-<code>nearest</code> or <code>linear</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dwrap_002ds">Procedure: <strong>texture-wrap-s</strong> <em>texture</em></dt>
-<dd><p>Return the method used for wrapping texture coordinates along the X
-axis for <var>texture</var>.
-</p>
-<p>Possible wrapping methods:
-</p><ul>
-<li> <code>repeat</code>
-</li><li> <code>clamp</code>
-</li><li> <code>clamp-to-border</code>
-</li><li> <code>clamp-to-edge</code>
-</li></ul>
-
-</dd></dl>
-
-<dl>
-<dt id="index-texture_002dwrap_002dt">Procedure: <strong>texture-wrap-t</strong> <em>texture</em></dt>
-<dd><p>Return the method used for wrapping texture coordinates along the Y
-axis for <var>texture</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dwidth">Procedure: <strong>texture-width</strong> <em>texture</em></dt>
-<dd><p>Return the width of <var>texture</var> in pixels.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002dheight">Procedure: <strong>texture-height</strong> <em>texture</em></dt>
-<dd><p>Return the height of <var>texture</var> in pixels.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dtexture_002d0">Procedure: <strong>current-texture-0</strong></dt>
-<dd><p>Return the current texture associated with texture unit 0 on the GPU.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dtexture_002d1">Procedure: <strong>current-texture-1</strong></dt>
-<dd><p>Return the current texture associated with texture unit 1 on the GPU.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dtexture_002d2">Procedure: <strong>current-texture-2</strong></dt>
-<dd><p>Return the current texture associated with texture unit 2 on the GPU.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dtexture_002d3">Procedure: <strong>current-texture-3</strong></dt>
-<dd><p>Return the current texture associated with texture unit 3 on the GPU.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dtexture_002d4">Procedure: <strong>current-texture-4</strong></dt>
-<dd><p>Return the current texture associated with texture unit 4 on the GPU.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003atexture_002d0">Variable: <strong>g:texture-0</strong></dt>
-<dd><p>Render state for texture unit 0 (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003atexture_002d1">Variable: <strong>g:texture-1</strong></dt>
-<dd><p>Render state for texture unit 1 (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003atexture_002d2">Variable: <strong>g:texture-2</strong></dt>
-<dd><p>Render state for texture unit 2 (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003atexture_002d3">Variable: <strong>g:texture-3</strong></dt>
-<dd><p>Render state for texture unit 3 (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003atexture_002d4">Variable: <strong>g:texture-4</strong></dt>
-<dd><p>Render state for texture unit 4 (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-<span id="Tile-Atlases"></span><h4 class="subsubsection">5.3.2.1 Tile Atlases</h4>
-
-<p>It is common practice to combine multiple bitmap images into a single
-texture, known as a &ldquo;tile atlas&rdquo; or &ldquo;tile set&rdquo;, because it is more
-efficient to render many regions of a large texture than it is to
-render a bunch of small textures. Chickadee provides a tile atlas
-data type for collecting texture regions into a single vector.
-</p>
-<dl>
-<dt id="index-split_002dtexture">Procedure: <strong>split-texture</strong> <em>texture tile-width tile-height [#:margin 0] [#:spacing 0]</em></dt>
-<dd>
-<p>Return a new texture atlas that splits <var>texture</var> into a grid of
-<var>tile-width</var> by <var>tile-height</var> rectangles. Optionally, each
-tile may have <var>spacing</var> pixels of horizontal and vertical space
-between surrounding tiles and the entire image may have <var>margin</var>
-pixels of empty space around its border.
-</p>
-<p>This type of texture atlas layout is very common for 2D tile maps.
-See <a href="Tile-Maps.html">Tile Maps</a> for more information.
-</p></dd></dl>
-
-<dl>
-<dt id="index-load_002dtileset">Procedure: <strong>load-tileset</strong> <em>file-name tile-width tile-height [#:margin 0] [#:spacing 0] [#:min-filter nearest] [#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat] [#:transparent-color]</em></dt>
-<dd>
-<p>Return a new texture atlas that splits the texture loaded from the
-file <var>file-name</var> into a grid of <var>tile-width</var> by
-<var>tile-height</var> rectangles. See <code>load-image</code> and
-<code>split-texture</code> for information about all keyword arguments.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002datlas_003f">Procedure: <strong>texture-atlas?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a texture atlas.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002datlas_002dtexture">Procedure: <strong>texture-atlas-texture</strong> <em>atlas</em></dt>
-<dd><p>Return the texture that all texture regions in <var>atlas</var> have been created from.
-</p></dd></dl>
-
-<dl>
-<dt id="index-texture_002datlas_002dref">Procedure: <strong>texture-atlas-ref</strong> <em>atlas index</em></dt>
-<dd><p>Return the texture region in <var>atlas</var> at <var>index</var>.
-</p></dd></dl>
-
-<span id="Cube-Maps"></span><h4 class="subsubsection">5.3.2.2 Cube Maps</h4>
-
-<p>A cube map is a special type of texture composed of 6 images that can
-be thought of as forming the 6 faces of a cube. See <a href="Skyboxes.html">Skyboxes</a> for a
-practical use of cube maps.
-</p>
-<dl>
-<dt id="index-load_002dcube_002dmap">Procedure: <strong>load-cube-map</strong> <em>#:right #:left #:top #:bottom #:front #:back [#:min-filter linear-mipmap-linear] [#:mag-filter linear]</em></dt>
-<dd>
-<p>Return a new cube map that uses the image data in the files
-<var>right</var>, <var>left</var>, <var>top</var>, <var>bottom</var>, <var>front</var>, and
-<var>back</var> for the 6 faces of the cube.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cube_002dmap_003f">Procedure: <strong>cube-map?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a cube map.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Sprites.html" accesskey="n" rel="next">Sprites</a>, Previous: <a href="Colors.html" accesskey="p" rel="prev">Colors</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/The-Environment.html b/manuals/chickadee/The-Environment.html
deleted file mode 100644
index 3e08719..0000000
--- a/manuals/chickadee/The-Environment.html
+++ /dev/null
@@ -1,152 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>The Environment (The Chickadee Game Toolkit)</title>
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-<link href="Audio.html" rel="up" title="Audio" />
-<link href="Scripting.html" rel="next" title="Scripting" />
-<link href="The-Listener.html" rel="prev" title="The Listener" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
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-pre.menu-comment {font-family: serif}
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-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="The-Environment"></span><div class="header">
-<p>
-Previous: <a href="The-Listener.html" accesskey="p" rel="prev">The Listener</a>, Up: <a href="Audio.html" accesskey="u" rel="up">Audio</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="The-Environment-1"></span><h4 class="subsection">5.4.4 The Environment</h4>
-
-<p>The environment defines global parameters that govern how sound is
-processed within the 3D modeling space.
-</p>
-<dl>
-<dt id="index-doppler_002dfactor">Procedure: <strong>doppler-factor</strong></dt>
-<dd><p>Return the current doppler factor.
-</p></dd></dl>
-
-<dl>
-<dt id="index-speed_002dof_002dsound">Procedure: <strong>speed-of-sound</strong></dt>
-<dd><p>Return the current speed of sound.
-</p></dd></dl>
-
-<dl>
-<dt id="index-distance_002dmodel">Procedure: <strong>distance-model</strong></dt>
-<dd><p>Return the current distance model.
-</p>
-<p>Possible return values are:
-</p>
-<ul>
-<li> <code>none</code>
-</li><li> <code>inverse-distance</code>
-</li><li> <code>inverse-distance-clamped</code> (the default)
-</li><li> <code>linear-distance</code>
-</li><li> <code>linear-distance-clamped</code>
-</li><li> <code>exponent-distance</code>
-</li><li> <code>exponent-distance-clamped</code>
-</li></ul>
-
-</dd></dl>
-
-<dl>
-<dt id="index-set_002ddoppler_002dfactor_0021">Procedure: <strong>set-doppler-factor!</strong> <em>doppler-factor</em></dt>
-<dd><p>Change the doppler factor to <var>doppler-factor</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dspeed_002dof_002dsound_0021">Procedure: <strong>set-speed-of-sound!</strong> <em>speed-of-sound</em></dt>
-<dd><p>Change the speed of sound to <var>speed-of-sound</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002ddistance_002dmodel_0021">Procedure: <strong>set-distance-model!</strong> <em>distance-model</em></dt>
-<dd><p>Change the distance model to <var>distance-model</var>. Valid distance
-models are:
-</p>
-<ul>
-<li> <code>none</code>
-</li><li> <code>inverse-distance</code>
-</li><li> <code>inverse-distance-clamped</code>
-</li><li> <code>linear-distance</code>
-</li><li> <code>linear-distance-clamped</code>
-</li><li> <code>exponent-distance</code>
-</li><li> <code>exponent-distance-clamped</code>
-</li></ul>
-
-</dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/The-Game-Loop.html b/manuals/chickadee/The-Game-Loop.html
deleted file mode 100644
index 45a4d42..0000000
--- a/manuals/chickadee/The-Game-Loop.html
+++ /dev/null
@@ -1,420 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>The Game Loop (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="The Game Loop (The Chickadee Game Toolkit)" />
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-<link href="Kernel.html" rel="up" title="Kernel" />
-<link href="Input-Devices.html" rel="next" title="Input Devices" />
-<link href="Kernel.html" rel="prev" title="Kernel" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
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-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
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-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="The-Game-Loop"></span><div class="header">
-<p>
-Next: <a href="Input-Devices.html" accesskey="n" rel="next">Input Devices</a>, Up: <a href="Kernel.html" accesskey="u" rel="up">Kernel</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="The-Game-Loop-1"></span><h4 class="subsection">5.1.1 The Game Loop</h4>
-
-<p>At the very core of Chickadee there is an event loop. This loop, or
-&ldquo;kernel&rdquo;, is responsible for ensuring that the game is updated at
-the desired interval, handling input devices, rendering the current
-state of the game world, and handling errors if they occur. The
-kernel implements what is known as a &ldquo;fixed timestep&rdquo; game loop,
-meaning that the game simulation will be advanced by a fixed interval
-of time and will never vary from frame to frame, unlike some other
-styles of game loops. The appropriately named <code>run-game</code> and
-<code>abort-game</code> procedures are the entry and exit points to the
-Chickadee game loop.
-</p>
-<p>If you are using <code>chickadee play</code> to launch your game, then
-calling <code>run-game</code> is already taken care of for you.
-</p>
-<dl>
-<dt id="index-run_002dgame">Procedure: <strong>run-game</strong> <em>[#:window-title "Chickadee!"] [#:window-width 640] [#:window-height 480] [#:window-fullscreen? <code>#f</code>] [#:window-resizable? <code>#f</code>] [#:update-hz 60] [#:clear-color] [#:load] [#:update] [#:draw] [#:quit] [#:key-press] [#:key-release] [#:text-input] [#:mouse-press] [#:mouse-release] [#:mouse-move] [#:controller-add] [#:controller-remove] [#:controller-press] [#:controller-release] [#:controller-move] [#:window-keyboard-enter] [#:window-keyboard-leave] [#:window-mouse-enter] [#:window-mouse-leave] [#:window-show] [#:window-hide] [#:window-minimize] [#:window-maximize] [#:window-move] [#:window-resize] [#:error]</em></dt>
-<dd>
-<p>Run the Chickadee game loop.
-</p>
-<p>A new graphical window will be opened with <var>window-width</var> x
-<var>window-height</var> as its dimensions, <var>window-title</var> as its
-title, and in fullscreen mode if <var>window-fullscreen?</var> is
-<code>#t</code>. If <var>window-resizable?</var> is <code>#t</code> then the window
-can be resized by the user. The screen color will be set to
-<var>clear-color</var>, or a pleasant light blue, by default.
-</p>
-<ul>
-<li> <var>load</var>: Called with zero arguments when the game window has opened
-but before the game loop has started. Can be used to perform
-initialization that requires an open window and OpenGL context such as
-loading textures.
-
-</li><li> <var>update</var>: Called <var>update-hz</var> times per second with one
-argument: The amount of time to advance the game simulation.
-
-</li><li> <var>draw</var>: Called each time a frame should be rendered with a single
-argument known as the <code>alpha</code> value. See the documentation for
-<code>run-game*</code> for an explanation of this value.
-
-</li><li> <var>quit</var>: Called with zero arguments when the user tries to close
-the game window. The default behavior is to exit the game.
-
-</li><li> <var>key-press</var>: Called with four arguments when a key is pressed on
-the keyboard:
-
-<ol>
-<li> <var>key</var>: The symbolic name of the key that was pressed. For
-example: <code>backspace</code>.
-
-</li><li> <var>modifiers</var>: A list of the symbolic names of modifier keys that
-were being held down when the key was pressed. Possible values
-include <code>ctrl</code>, <code>alt</code>, and <code>shift</code>.
-
-</li><li> <var>repeat?</var>: <code>#t</code> if this is a repeated press of the same key.
-
-</li></ol>
-
-</li><li> <var>key-release</var>: Called with three arguments when a key is released
-on the keyboard:
-
-<ol>
-<li> <var>key</var>: The symbolic name of the key that was released.
-
-</li><li> <var>modifiers</var>: A list of the symbolic names of modifier keys that
-were being held down when the key was released.
-
-</li></ol>
-
-</li><li> <var>text-input</var>: Called with a single argument, a string of text,
-when printable text is typed on the keyboard.
-
-</li><li> <var>mouse-press</var>: Called with four arguments when a mouse button is
-pressed:
-<ol>
-<li> <var>button</var>: The symbolic name of the button that was pressed, such
-as <code>left</code>, <code>middle</code>, or <code>right</code>.
-
-</li><li> <var>clicks</var>: The number of times the button has been clicked in a row.
-
-</li><li> <var>x</var>: The x coordinate of the mouse cursor.
-
-</li><li> <var>y</var>: The y coordinate of the mouse cursor.
-
-</li></ol>
-
-</li><li> <var>mouse-release</var>: Called with three arguments when a mouse button
-is released:
-
-<ol>
-<li> <var>button</var>: The symbolic name of the button that was released.
-
-</li><li> <var>x</var>: The x coordinate of the mouse cursor.
-
-</li><li> <var>y</var>: The y coordinate of the mouse cursor.
-
-</li></ol>
-
-</li><li> <var>mouse-move</var>: Called with five arguments when the mouse is moved:
-
-<ol>
-<li> <var>x</var>: The x coordinate of the mouse cursor.
-
-</li><li> <var>y</var>: The y coordinate of the mouse cursor.
-
-</li><li> <var>dx</var>: The amount the mouse has moved along the x axis since the
-last mouse move event.
-
-</li><li> <var>dy</var>: The amount the mouse has moved along the y axis since the
-last mouse move event.
-
-</li><li> <var>buttons</var>: A list of the buttons that were pressed down when the
-mouse was moved.
-
-</li></ol>
-
-</li><li> <var>mouse-wheel</var>: Called with two arguments when the mouse wheel is
-scrolled:
-
-<ol>
-<li> <var>x</var>: The scroll amount along the X axis.
-
-</li><li> <var>y</var>: The scroll amount along the Y axis.
-
-</li></ol>
-
-</li><li> <var>controller-add</var>: Called with a single argument, an SDL game
-controller object, when a game controller is connected.
-
-</li><li> <var>controller-remove</var>: Called with a single argument, an SDL game
-controller object, when a game controller is disconnected.
-
-</li><li> <var>controller-press</var>: Called with two arguments when a button on a
-game controller is pressed:
-
-<ol>
-<li> <var>controller</var>: The controller that triggered the event.
-
-</li><li> <var>button</var>: The symbolic name of the button that was pressed.
-Possible buttons are:
-
-<ul>
-<li> <code>a</code>
-</li><li> <code>b</code>
-</li><li> <code>x</code>
-</li><li> <code>y</code>
-</li><li> <code>back</code>
-</li><li> <code>guide</code>
-</li><li> <code>start</code>
-</li><li> <code>left-stick</code>
-</li><li> <code>right-stick</code>
-</li><li> <code>left-shoulder</code>
-</li><li> <code>right-shoulder</code>
-</li><li> <code>dpad-up</code>
-</li><li> <code>dpad-down</code>
-</li><li> <code>dpad-left</code>
-</li><li> <code>dpad-right</code>
-
-</li></ul>
-
-</li></ol>
-
-</li><li> <var>controller-release</var>: Called with two arguments when a button on a
-game controller is released:
-
-<ol>
-<li> <var>controller</var>: The controller that triggered the event.
-
-</li><li> <var>button</var>: The symbolic name of the button that was released.
-
-</li></ol>
-
-</li><li> <var>controller-move</var>: Called with three arguments when an analog
-stick or trigger on a game controller is moved:
-
-<ol>
-<li> <var>controller</var>: The controller that triggered the event.
-
-</li><li> <var>axis</var>: The symbolic name of the axis that was moved. Possible
-values are:
-
-<ul>
-<li> <code>left-x</code>
-</li><li> <code>left-y</code>
-</li><li> <code>right-x</code>
-</li><li> <code>right-y</code>
-</li><li> <code>trigger-left</code>
-</li><li> <code>trigger-right</code>
-</li></ul>
-
-</li></ol>
-
-</li><li> <var>window-keyboard-enter</var>: Called with zero arguments when the
-window gains keyboard focus.
-
-</li><li> <var>window-keyboard-leave</var>: Called with zero arguments when the
-window loses keyboard focus.
-
-</li><li> <var>window-mouse-enter</var>: Called with zero arguments when the window
-gains mouse focus.
-
-</li><li> <var>window-mouse-leave</var>: Called with zero arguments when the window
-loses mouse focus.
-
-</li><li> <var>window-show</var>: Called with zero arguments when the window is
-shown after having been hidden.
-
-</li><li> <var>window-hide</var>: Called with zero arguments when the window is
-hidden.
-
-</li><li> <var>window-minimize</var>: Called with zero arguments when the window is
-minimized.
-
-</li><li> <var>window-maximize</var>: Called with zero arguments when the window is
-maximized.
-
-</li><li> <var>window-move</var>: Called with two arguments when the window is moved
-within the desktop environment.
-
-<ol>
-<li> <var>x</var>: The x coordinate of the top-left corner of the window, in
-pixels.
-
-</li><li> <var>y</var>: The y coordinate of the top-left corner of the window, in
-pixels.
-
-</li></ol>
-
-<p>Desktop environments use the top-left corner as the origin rather than
-the bottom-left like Chickadee does, hence the discrepancy here.
-</p>
-</li><li> <var>window-resize</var>: Called with zero arguments when the window is
-resized.
-
-<ol>
-<li> <var>width</var>: The new width in pixels.
-
-</li><li> <var>height</var>: The new height in pixels.
-
-</li></ol>
-
-</li><li> <var>error</var>: Called with two arguments when an error occurs:
-
-<ol>
-<li> <var>exception</var>: The exception object.
-
-</li><li> <var>stack</var>: The call stack at the point of the exception.
-
-</li></ol>
-
-<p>If no error handler is specified, exceptions will simply be re-raised.
-</p>
-</li></ul>
-
-</dd></dl>
-
-<p>To stop the game loop, simply call <code>abort-game</code>.
-</p>
-<dl>
-<dt id="index-abort_002dgame">Procedure: <strong>abort-game</strong></dt>
-<dd><p>Stop the currently running Chickadee game loop.
-</p></dd></dl>
-
-<p>The above explanation of the game loop was partially a lie. It&rsquo;s true
-that there is a game loop at the center of Chickadee, but
-<code>run-game</code> is not it&rsquo;s true entry point. There exists an even
-lower level procedure, <code>run-game*</code>, in the <code>(chickadee
-game-loop)</code> module that <code>run-game</code> uses under the hood.
-</p>
-<p>On its own, <code>run-game*</code> does not do very much at all. In order
-to actually respond to input events, update game state, or render
-output, the developer must provide an engine. <code>run-game</code> is such
-an engine, and it&rsquo;s likely all a developer will need. However, what
-if a developer wanted to use all of the useful Chickadee features to
-make a terminal roguelike game instead? Chickadee doesn&rsquo;t come with a
-terminal rendering engine, but the developer could write one without
-having to write their own core game loop.
-</p>
-<dl>
-<dt id="index-run_002dgame_002a">Procedure: <strong>run-game*</strong> <em>[#:init] [#:update] [#:render] [#:time] [#:error] [#:update-hz 60]</em></dt>
-<dd>
-<p>Start the game loop. This procedure will not return until
-<code>abort-game</code> is called.
-</p>
-<p>The core game loop is generic and requires four additional procedures
-to operate:
-</p>
-<ul>
-<li> <var>init</var>: Called just before game loop is started. Use it to
-perform game initialization.
-</li><li> <var>update</var>: Called <var>update-hz</var> times per second to advance the
-game simulation. This procedure is called with a single argument: The
-amount of time that has passed since the last update, in milliseconds.
-</li><li> <var>render</var>: Called each iteration of the loop to render the game to
-the desired output device. This procedure is called with a single
-argument: A value in the range [0, 1] which represents how much time
-has past since the last game state update relative to the upcoming
-game state update, as a percentage. Because the game state is updated
-independent of rendering, it is often the case that rendering is
-occuring between two updates. If the game is rendered as it was
-during the last update, a strange side-effect will occur that makes
-animation appear rough or &ldquo;choppy&rdquo;. To counter this, the
-<var>alpha</var> value can be used to perfrom a linear interpolation of a
-moving object between its current position and its previous position.
-This odd trick has the pleasing result of making the animation look
-smooth again, but requires keeping track of previous state.
-</li><li> <var>time</var>: Called to get the current time in seconds. This procedure
-is called with no arguments.
-</li><li> <var>error</var>: Called when an error from the <var>update</var> or
-<var>render</var> procedures reaches the game loop. This procedure is
-called with three arguments: The call stack, the error key, and the
-error arguments. If no error handler is provided, the default
-behavior is to simply re-throw the error.
-</li></ul>
-
-</dd></dl>
-
-<dl>
-<dt id="index-elapsed_002dtime">Procedure: <strong>elapsed-time</strong></dt>
-<dd><p>Return the current value of the system timer in seconds.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Input-Devices.html" accesskey="n" rel="next">Input Devices</a>, Up: <a href="Kernel.html" accesskey="u" rel="up">Kernel</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/The-Listener.html b/manuals/chickadee/The-Listener.html
deleted file mode 100644
index a6f5ab3..0000000
--- a/manuals/chickadee/The-Listener.html
+++ /dev/null
@@ -1,141 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>The Listener (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="The Listener (The Chickadee Game Toolkit)" />
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-<link href="Audio.html" rel="up" title="Audio" />
-<link href="The-Environment.html" rel="next" title="The Environment" />
-<link href="Sources.html" rel="prev" title="Sources" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
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-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="The-Listener"></span><div class="header">
-<p>
-Next: <a href="The-Environment.html" accesskey="n" rel="next">The Environment</a>, Previous: <a href="Sources.html" accesskey="p" rel="prev">Sources</a>, Up: <a href="Audio.html" accesskey="u" rel="up">Audio</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="The-Listener-1"></span><h4 class="subsection">5.4.3 The Listener</h4>
-
-<p>The listener is a collection of global state that represents the
-player within the 3D sound model. For games that do not need 3D sound
-modeling, manipulating the listener&rsquo;s master volume is the only
-interesting thing to do here.
-</p>
-<dl>
-<dt id="index-listener_002dvolume">Procedure: <strong>listener-volume</strong></dt>
-<dd><p>Return the current master volume of the listener.
-</p></dd></dl>
-
-<dl>
-<dt id="index-listener_002dposition">Procedure: <strong>listener-position</strong></dt>
-<dd><p>Return the current position of the listener.
-</p></dd></dl>
-
-<dl>
-<dt id="index-listener_002dvelocity">Procedure: <strong>listener-velocity</strong></dt>
-<dd><p>Return the current velocity of the listener.
-</p></dd></dl>
-
-<dl>
-<dt id="index-listener_002dorientation">Procedure: <strong>listener-orientation</strong></dt>
-<dd><p>Return the current orientation of the listener.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dlistener_002dvolume_0021">Procedure: <strong>set-listener-volume!</strong> <em>volume</em></dt>
-<dd><p>Set the listener&rsquo;s master volume to <var>volume</var>, a value in the range [0,
-1].
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dlistener_002dposition_0021">Procedure: <strong>set-listener-position!</strong> <em>position</em></dt>
-<dd><p>Set the listener&rsquo;s position to the 3D vector <var>position</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dlistener_002dvelocity_0021">Procedure: <strong>set-listener-velocity!</strong> <em>velocity</em></dt>
-<dd><p>Set the listener&rsquo;s velocity to the 3D vector <var>velocity</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dlistener_002dorientation_0021">Procedure: <strong>set-listener-orientation!</strong> <em>at up</em></dt>
-<dd><p>Set the listener&rsquo;s orientation to the 3D vectors <var>at</var> and
-<var>up</var>.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Tile-Maps.html b/manuals/chickadee/Tile-Maps.html
deleted file mode 100644
index c6d9339..0000000
--- a/manuals/chickadee/Tile-Maps.html
+++ /dev/null
@@ -1,366 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Tile Maps (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Tile Maps (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Tile Maps (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Models.html" rel="next" title="Models" />
-<link href="Particles.html" rel="prev" title="Particles" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Tile-Maps"></span><div class="header">
-<p>
-Next: <a href="Models.html" accesskey="n" rel="next">Models</a>, Previous: <a href="Particles.html" accesskey="p" rel="prev">Particles</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Tile-Maps-1"></span><h4 class="subsection">5.3.7 Tile Maps</h4>
-
-<p>A tile map is a scene created by composing lots of small sprites,
-called &ldquo;tiles&rdquo;, into a larger image. One program for editing such
-maps is called <a href="http://mapeditor.org">Tiled</a>. Chickadee has native
-support for loading and rendering Tiled maps in the <code>(chickadee
-graphics tile-map)</code> module.
-</p>
-<dl>
-<dt id="index-load_002dtile_002dmap">Procedure: <strong>load-tile-map</strong> <em>file-name [#:chunk-size]</em></dt>
-<dd><p>Load the Tiled formatted map in <var>file-name</var> and return a new tile
-map object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_003f">Procedure: <strong>tile-map?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a tile map.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_002dorientation">Procedure: <strong>tile-map-orientation</strong> <em>tile-map</em></dt>
-<dd><p>Return the orientation of <var>tile-map</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_002dwidth">Procedure: <strong>tile-map-width</strong> <em>tile-map</em></dt>
-<dd><p>Return the width of <var>tile-map</var> in tiles.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_002dheight">Procedure: <strong>tile-map-height</strong> <em>tile-map</em></dt>
-<dd><p>Return the height of <var>tile-map</var> in tiles.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_002dtile_002dwidth">Procedure: <strong>tile-map-tile-width</strong> <em>tile-map</em></dt>
-<dd><p>Return the width of tiles in <var>tile-map</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_002dtile_002dheight">Procedure: <strong>tile-map-tile-height</strong> <em>tile-map</em></dt>
-<dd><p>Return the height of tiles in <var>tile-map</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_002dtilesets">Procedure: <strong>tile-map-tilesets</strong> <em>tile-map</em></dt>
-<dd><p>Return the tilesets for <var>tile-map</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_002dlayers">Procedure: <strong>tile-map-layers</strong> <em>tile-map</em></dt>
-<dd><p>Return the layers of <var>tile-map</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dmap_002dproperties">Procedure: <strong>tile-map-properties</strong> <em>tile-map</em></dt>
-<dd><p>Return the custom properties of <var>tile-map</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-point_002d_003etile">Procedure: <strong>point-&gt;tile</strong> <em>tile-map x y</em></dt>
-<dd><p>Translate the pixel coordinates (<var>x</var>, <var>y</var>) into tile
-coordinates.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dtile_002dmap">Procedure: <strong>draw-tile-map</strong> <em>tile-map [#:layers] [#:camera] [#:origin] [#:position] [#:scale] [#:rotation] [#:blend-mode] [#:tint] [#:time]</em></dt>
-<dd>
-<p>Draw the layers of <var>tile-map</var> as viewed from <var>camera</var>, a 2D
-vector offset. By default, all layers are drawn. To draw a subset of
-the available layers, pass a list of layer ids using the <var>layers</var>
-keyword argument.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_003f">Procedure: <strong>tileset?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a tileset.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002dname">Procedure: <strong>tileset-name</strong> <em>tileset</em></dt>
-<dd><p>Return the name of <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002dfirst_002dgid">Procedure: <strong>tileset-first-gid</strong> <em>tileset</em></dt>
-<dd><p>Return the starting GID of <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002dsize">Procedure: <strong>tileset-size</strong> <em>tileset</em></dt>
-<dd><p>Return the number of tiles in <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002dtile_002dwidth">Procedure: <strong>tileset-tile-width</strong> <em>tileset</em></dt>
-<dd><p>Return the width of tiles in <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002dtile_002dheight">Procedure: <strong>tileset-tile-height</strong> <em>tileset</em></dt>
-<dd><p>Return the height of tiles in <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002datlas">Procedure: <strong>tileset-atlas</strong> <em>tileset</em></dt>
-<dd><p>Return the texture atlas for <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002dtiles">Procedure: <strong>tileset-tiles</strong> <em>tileset</em></dt>
-<dd><p>Return the tiles in <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002drows">Procedure: <strong>tileset-rows</strong> <em>tileset</em></dt>
-<dd><p>Return the number of rows in <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002dcolumns">Procedure: <strong>tileset-columns</strong> <em>tileset</em></dt>
-<dd><p>Return the number of columns in <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tileset_002dproperties">Procedure: <strong>tileset-properties</strong> <em>tileset</em></dt>
-<dd><p>Return the custom properties of <var>tileset</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_003f">Procedure: <strong>tile?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a tile.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002did">Procedure: <strong>tile-id</strong> <em>tile</em></dt>
-<dd><p>Return the ID of <var>tile</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002danimation">Procedure: <strong>tile-animation</strong> <em>tile</em></dt>
-<dd><p>Return the animation for <var>tile</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dproperties">Procedure: <strong>tile-properties</strong> <em>tile</em></dt>
-<dd><p>Return the custom properties of <var>tile</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-animation_003f">Procedure: <strong>animation?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is an animation.
-</p></dd></dl>
-
-<dl>
-<dt id="index-animation_002dframes">Procedure: <strong>animation-frames</strong> <em>animation</em></dt>
-<dd><p>Return a vector of frames in <var>animation</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-animation_002dduration">Procedure: <strong>animation-duration</strong> <em>animation</em></dt>
-<dd><p>Return the duration of <var>animation</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-animation_002dframe_003f">Procedure: <strong>animation-frame?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is an animation frame.
-</p></dd></dl>
-
-<dl>
-<dt id="index-animation_002dframe_002dtile">Procedure: <strong>animation-frame-tile</strong> <em>frame</em></dt>
-<dd><p>Return the tile for <var>frame</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-animation_002dframe_002dduration">Procedure: <strong>animation-frame-duration</strong> <em>frame</em></dt>
-<dd><p>Return the duration of <var>frame</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dlayer_003f">Procedure: <strong>tile-layer?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a tile layer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dlayer_002dname">Procedure: <strong>tile-layer-name</strong> <em>layer</em></dt>
-<dd><p>Return the name of <var>layer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dlayer_002dwidth">Procedure: <strong>tile-layer-width</strong> <em>layer</em></dt>
-<dd><p>Return the width in tiles of <var>layer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dlayer_002dheight">Procedure: <strong>tile-layer-height</strong> <em>layer</em></dt>
-<dd><p>Return the height in tiles of <var>layer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dlayer_002dtiles">Procedure: <strong>tile-layer-tiles</strong> <em>layer</em></dt>
-<dd><p>Return the tile data for <var>layer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-tile_002dlayer_002dproperties">Procedure: <strong>tile-layer-properties</strong> <em>layer</em></dt>
-<dd><p>Return the custom properties of <var>layer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-object_002dlayer_003f">Procedure: <strong>object-layer?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is an object layer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-object_002dlayer_002dname">Procedure: <strong>object-layer-name</strong> <em>layer</em></dt>
-<dd><p>Return the name of <var>layer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-object_002dlayer_002dobjects">Procedure: <strong>object-layer-objects</strong> <em>layer</em></dt>
-<dd><p>Return the objects for <var>layer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-object_002dlayer_002dproperties">Procedure: <strong>object-layer-properties</strong> <em>layer</em></dt>
-<dd><p>Return the custom properties of <var>layer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-map_002dobject_003f">Procedure: <strong>map-object?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a map object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-map_002dobject_002did">Procedure: <strong>map-object-id</strong> <em>obj</em></dt>
-<dd><p>Return the ID of <var>obj</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-map_002dobject_002dname">Procedure: <strong>map-object-name</strong> <em>obj</em></dt>
-<dd><p>Return the name of <var>obj</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-map_002dobject_002dtype">Procedure: <strong>map-object-type</strong> <em>obj</em></dt>
-<dd><p>Return the type of <var>obj</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-map_002dobject_002dshape">Procedure: <strong>map-object-shape</strong> <em>obj</em></dt>
-<dd><p>Return the shape of <var>obj</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-map_002dobject_002dproperties">Procedure: <strong>map-object-properties</strong> <em>obj</em></dt>
-<dd><p>Return the custom properties of <var>obj</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-polygon_003f">Procedure: <strong>polygon?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a polygon.
-</p></dd></dl>
-
-<dl>
-<dt id="index-polygon_002dpoints">Procedure: <strong>polygon-points</strong> <em>polygon</em></dt>
-<dd><p>Return the list of points that form <var>polygon</var>.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Models.html" accesskey="n" rel="next">Models</a>, Previous: <a href="Particles.html" accesskey="p" rel="prev">Particles</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Tweening.html b/manuals/chickadee/Tweening.html
deleted file mode 100644
index b69b75e..0000000
--- a/manuals/chickadee/Tweening.html
+++ /dev/null
@@ -1,123 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Tweening (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Tweening (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Tweening (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Scripting.html" rel="up" title="Scripting" />
-<link href="Channels.html" rel="next" title="Channels" />
-<link href="Scripts.html" rel="prev" title="Scripts" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
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-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Tweening"></span><div class="header">
-<p>
-Next: <a href="Channels.html" accesskey="n" rel="next">Channels</a>, Previous: <a href="Scripts.html" accesskey="p" rel="prev">Scripts</a>, Up: <a href="Scripting.html" accesskey="u" rel="up">Scripting</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Tweening-1"></span><h4 class="subsection">5.5.3 Tweening</h4>
-
-<p>Tweening is the process of transitioning something from an initial
-state to a final state over a pre-determined period of time. In other
-words, tweening is a way to create animation. The <code>tween</code>
-procedure can be used within any script like so:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">x</span> <span class="syntax-symbol">0</span><span class="syntax-close">)</span>
-<span class="syntax-open">(</span><span class="syntax-symbol">script</span>
- <span class="syntax-comment">;; 0 to 100 in 60 ticks of the agenda.
-</span> <span class="syntax-open">(</span><span class="syntax-symbol">tween</span> <span class="syntax-symbol">60</span> <span class="syntax-symbol">0</span> <span class="syntax-symbol">100</span> <span class="syntax-open">(</span><span class="syntax-special">lambda</span> <span class="syntax-open">(</span><span class="syntax-symbol">y</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">set!</span> <span class="syntax-symbol">x</span> <span class="syntax-symbol">y</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<dl>
-<dt id="index-tween">Procedure: <strong>tween</strong> <em>duration start end proc [#:step <code>1</code>] [#:ease <code>smoothstep</code>] #:interpolate <code>lerp</code>]</em></dt>
-<dd><p>Transition a value from <var>start</var> to <var>end</var> over <var>duration</var>,
-sending each succesive value to <var>proc</var>. <var>step</var> controls the
-amount of time between each update of the animation.
-</p>
-<p>To control how the animation goes from the initial to final state, an
-&ldquo;easing&rdquo; procedure may be specified. By default, the
-<code>smoothstep</code> easing is used, which is a more pleasing default
-than a simplistic linear function. See <a href="Easings.html">Easings</a> for a complete list
-of available easing procedures.
-</p>
-<p>The <var>interpolate</var> procedure computes the values in between
-<var>start</var> and <var>end</var>. By default, linear interpolation (&ldquo;lerp&rdquo;
-for short) is used.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Vector-Paths.html b/manuals/chickadee/Vector-Paths.html
deleted file mode 100644
index 81d6307..0000000
--- a/manuals/chickadee/Vector-Paths.html
+++ /dev/null
@@ -1,462 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
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-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Vector Paths (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Vector Paths (The Chickadee Game Toolkit)" />
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-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Particles.html" rel="next" title="Particles" />
-<link href="Fonts.html" rel="prev" title="Fonts" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
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- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Vector-Paths"></span><div class="header">
-<p>
-Next: <a href="Particles.html" accesskey="n" rel="next">Particles</a>, Previous: <a href="Fonts.html" accesskey="p" rel="prev">Fonts</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Vector-Paths-1"></span><h4 class="subsection">5.3.5 Vector Paths</h4>
-
-<p>The <code>(chickadee graphics path)</code> module can be used to draw lines,
-curves, circles, rectangles, and more in a scalable, resolution
-independent manner. It is <em>not</em> an SVG compliant renderer, nor
-does it intend to be. However, those familiar with SVG and/or the
-HTML5 Canvas API should find lots of similarities.
-</p>
-<p><em>This API is considered to be experimental and may change
-substantially in future releases of Chickadee. There are many missing
-features.</em>
-</p>
-<p>The first step to rendering vector graphics is to create a
-<em>path</em>: A series of commands that can be thought of as moving a
-pen around a piece of paper. A path can be either open or closed. A
-closed path draws a straight line from the last point in the path to
-the first.
-</p>
-<dl>
-<dt id="index-path">Procedure: <strong>path</strong> <em>. commands</em></dt>
-<dd><p>Return a new path that follows <var>commands</var>.
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">path</span> <span class="syntax-open">(</span><span class="syntax-symbol">move-to</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">50.0</span> <span class="syntax-symbol">50.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">line-to</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">500.0</span> <span class="syntax-symbol">50.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">line-to</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">400.0</span> <span class="syntax-symbol">200.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">bezier-to</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">500.0</span> <span class="syntax-symbol">250.0</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">380.0</span> <span class="syntax-symbol">300.0</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">400.0</span> <span class="syntax-symbol">400.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">line-to</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">300.0</span> <span class="syntax-symbol">400.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">close-path</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-</dd></dl>
-
-<p>Available drawing commands:
-</p>
-<dl>
-<dt id="index-move_002dto">Procedure: <strong>move-to</strong> <em>point</em></dt>
-<dd><p>Pick up the pen and move it to <var>point</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-line_002dto">Procedure: <strong>line-to</strong> <em>point</em></dt>
-<dd><p>Draw a line from the current pen position to <var>point</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dto">Procedure: <strong>bezier-to</strong> <em>control1 control2 point</em></dt>
-<dd><p>Draw a cubic bezier curve from the current pen position to
-<var>point</var>. The shape of the curve is determined by the two control
-points: <var>control1</var> and <var>control2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-close_002dpath">Procedure: <strong>close-path</strong></dt>
-<dd><p>Draw a straight line back to the first point drawn in the path.
-</p></dd></dl>
-
-<dl>
-<dt id="index-arc">Procedure: <strong>arc</strong> <em>center rx ry angle-start angle-end</em></dt>
-<dd><p>Draw an elliptical arc spanning the angle range [<var>angle-start</var>,
-<var>angle-end</var>], centered at <var>center</var> with radii <var>rx</var> and
-<var>ry</var> (set both to the same value for a circular arc.)
-</p></dd></dl>
-
-<dl>
-<dt id="index-arc_002dto">Procedure: <strong>arc-to</strong> <em>c1 c2 radius</em></dt>
-<dd><p>Draw a circular arc with radius <var>radius</var> that is tangential to the
-line segment formed by the current pen position and <var>c1</var>, as well
-as the line segment formed by <var>c1</var> and <var>c2</var>. The result is a
-smooth corner.
-</p></dd></dl>
-
-<p>Included are some helpful procedures for generating common types of
-paths:
-</p>
-<dl>
-<dt id="index-line">Procedure: <strong>line</strong> <em>start end</em></dt>
-<dd><p>Return a path that draws a straight line from <var>start</var> to <var>end</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-polyline">Procedure: <strong>polyline</strong> <em>. points</em></dt>
-<dd><p>Return a path that draws a series of lines connecting <var>points</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-bezier_002dpath-1">Procedure: <strong>bezier-path</strong> <em>p1 c1 c2 p2 . points</em></dt>
-<dd><p>Return a path that draws a series of bezier points starting at
-<var>p1</var>, moving to <var>p2</var> using control points <var>c1</var> and
-<var>c2</var>, and proceeding to draw additional bezier curves as defined
-by <var>points</var>. Each additional curve requires 3 additional
-arguments: two control points and and an ending point.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rectangle">Procedure: <strong>rectangle</strong> <em>bottom-left width height</em></dt>
-<dd><p>Return a path that draws a rectangle whose bottom-left corner is at
-<var>bottom-left</var> and whose size is defined by <var>width</var> and
-<var>height</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-square">Procedure: <strong>square</strong> <em>bottom-left size</em></dt>
-<dd><p>Return a path draws a square whose bottom-left corner is at
-<var>bottom-left</var> and whose size is defined by <var>size</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rounded_002drectangle">Procedure: <strong>rounded-rectangle</strong> <em>bottom-left width height [#:radius 4.0] [#:radius-bottom-left] [#:radius-bottom-right] [#:radius-top-left] [#:radius-top-right]</em></dt>
-<dd>
-<p>Return a path that draws a rectangle with rounded corners whose
-bottom-left corner is at <var>bottom-left</var> and whose size is defined
-by <var>width</var> and <var>height</var>. The argument <var>radius</var> is used to
-define the corner radius for all corners. To use a different radius
-value for a corner, use <var>radius-bottom-left</var>,
-<var>radius-bottom-right</var>, <var>radius-top-left</var>, and/or
-<var>radius-top-right</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-regular_002dpolygon">Procedure: <strong>regular-polygon</strong> <em>center num-sides radius</em></dt>
-<dd><p>Return a path that draws a regular polygon with <var>num-sides</var> sides
-centered on the point <var>center</var> with each vertex <var>radius</var> units
-away from the center.
-</p></dd></dl>
-
-<dl>
-<dt id="index-ellipse">Procedure: <strong>ellipse</strong> <em>center rx ry</em></dt>
-<dd><p>Return a path that draws an ellipsed centered on the point
-<var>center</var> with radii <var>rx</var> and <var>ry</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-circle">Procedure: <strong>circle</strong> <em>center r</em></dt>
-<dd><p>Return a path that draws a circle centered on the point <var>center</var>
-with radius <var>r</var>.
-</p></dd></dl>
-
-<p>With one or more paths created, a <em>painter</em> is needed to give the
-path its style and placement in the final picture. Painters can be
-combined together to form arbitrarily complex pictures.
-</p>
-<dl>
-<dt id="index-stroke">Procedure: <strong>stroke</strong> <em>. paths</em></dt>
-<dd><p>Apply a stroked drawing style to <var>paths</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-fill">Procedure: <strong>fill</strong> <em>. paths</em></dt>
-<dd><p>Apply a filled drawing style to <var>paths</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-fill_002dand_002dstroke">Procedure: <strong>fill-and-stroke</strong> <em>. paths</em></dt>
-<dd><p>Apply a filled and stroked drawing style to <var>paths</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-with_002dstyle">Syntax: <strong>with-style</strong> <em>((style-name value) ...) painter</em></dt>
-<dd><p>Apply all the given style settings to <var>painter</var>.
-</p>
-<p>Possible style attributes are:
-</p>
-<ul>
-<li> <code>blend-mode</code>
-</li><li> <code>fill-color</code>
-</li><li> <code>stroke-color</code>
-</li><li> <code>stroke-width</code>
-</li><li> <code>stroke-feather</code>
-</li><li> <code>stroke-cap</code>
-</li></ul>
-
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-symbol">with-style</span> <span class="syntax-open">(</span><span class="syntax-open">(</span><span class="syntax-symbol">stroke-color</span> <span class="syntax-symbol">green</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">stroke-width</span> <span class="syntax-symbol">4.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
- <span class="syntax-open">(</span><span class="syntax-symbol">stroke</span> <span class="syntax-open">(</span><span class="syntax-symbol">circle</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">100.0</span> <span class="syntax-symbol">100.0</span><span class="syntax-close">)</span> <span class="syntax-symbol">50.0</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-</dd></dl>
-
-<p>Fill colors may be either solid colors (see <a href="Colors.html">Colors</a>) or gradients.
-For gradient fills, there are two styles: linear or radial.
-</p>
-<dl>
-<dt id="index-linear_002dgradient">Procedure: <strong>linear-gradient</strong> <em>[#:origin (vec2 0 0)] [#:start-color white] [#:end-color black] [#:rotation 0] [#:offset 0] [#:length 100]</em></dt>
-<dd>
-<p>Return a new linear gradient that transitions from <var>start-color</var>
-on the left to <var>end-color</var> on the right over <var>length</var> pixels.
-<var>offset</var> may be used to push the gradient start point to the
-right, creating a solid block of <var>start-color</var> on the right hand
-side of the painter. The line&rsquo;s direction may be changed by
-specifying a <var>rotation</var> value. The starting point for the
-gradient is determined by <var>origin</var> and defaults to the lower left
-corner of the painter&rsquo;s bounding box.
-</p></dd></dl>
-
-<dl>
-<dt id="index-radial_002dgradient">Procedure: <strong>radial-gradient</strong> <em>[#:origin (vec2 0 0)] [#:start-color white] [#:end-color black] [#:radius 50.0] [#:radius-x] [#:radius-y] [#:rotation 0] [#:offset 0]</em></dt>
-<dd>
-<p>Return a new radial gradient that transitions from <var>start-color</var>
-at the point <var>origin</var> to <var>end-color</var> at <var>radius</var> pixels
-away. <var>offset</var> specifies the distance from the origin where
-<var>start-color</var> begins to transition. The default is to immediately
-start transitioning. The default shape of this type of gradient is a
-circle, but it can also be made elliptical by specifying different
-<var>radius-x</var> and <var>radius-y</var> values. When the gradient shape is
-elliptical, <var>rotation</var> can be used to rotate it.
-</p></dd></dl>
-
-<dl>
-<dt id="index-gradient_003f">Procedure: <strong>gradient?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> when <var>obj</var> is a gradient object.
-</p></dd></dl>
-
-<p>Painters can also be transformed and combined to form new painters.
-</p>
-<dl>
-<dt id="index-transform">Procedure: <strong>transform</strong> <em>matrix painter</em></dt>
-<dd><p>Apply <var>matrix</var>, a 3x3 transformation matrix (see <a href="Matrices.html">Matrices</a>), to
-<var>painter</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-translate">Procedure: <strong>translate</strong> <em>v painter</em></dt>
-<dd><p>Translate <var>painter</var> by the 2D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-rotate">Procedure: <strong>rotate</strong> <em>angle painter</em></dt>
-<dd><p>Rotate <var>painter</var> by <var>angle</var> radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-scale">Procedure: <strong>scale</strong> <em>x painter</em></dt>
-<dd><p>Scale <var>painter</var> by the scalar <var>x</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-horizontal_002dflip">Procedure: <strong>horizontal-flip</strong> <em>painter</em></dt>
-<dd><p>Flip <var>painter</var> horizontally.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vertical_002dflip">Procedure: <strong>vertical-flip</strong> <em>painter</em></dt>
-<dd><p>Flip <var>painter</var> vertically.
-</p></dd></dl>
-
-<dl>
-<dt id="index-pad">Procedure: <strong>pad</strong> <em>pad-x pad-y painter</em></dt>
-<dd><p>Add <var>pad-x</var> and <var>pad-y</var> amount of empty space around
-<var>painter</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-superimpose">Procedure: <strong>superimpose</strong> <em>. painters</em></dt>
-<dd><p>Stack <var>painters</var> on top of each other.
-</p></dd></dl>
-
-<p>The next batch of procedures is taken straight out of the picture
-language described in
-<a href="https://mitpress.mit.edu/sites/default/files/sicp/full-text/book/book-Z-H-15.html#%_sec_2.2.4">Structure and Interpretation of Computer Programs</a> section 2.2.4.
-</p>
-<dl>
-<dt id="index-beside">Procedure: <strong>beside</strong> <em>. painters</em></dt>
-<dd><p>Place <var>painters</var> next to each other in a row.
-</p></dd></dl>
-
-<dl>
-<dt id="index-below">Procedure: <strong>below</strong> <em>. painters</em></dt>
-<dd><p>Place <var>painters</var> next to each other in a column.
-</p></dd></dl>
-
-<dl>
-<dt id="index-right_002dsplit">Procedure: <strong>right-split</strong> <em>painter n</em></dt>
-<dd><p>Subdivide <var>painter</var> into 3 sections, recursively, like so:
-</p>
-<pre class="verbatim">*----------------*----------------*
-| | |
-| | right-split |
-| | n - 1 |
-| | |
-| painter *----------------*
-| | |
-| | right-split |
-| | n - 1 |
-| | |
-*----------------*----------------*
-</pre>
-</dd></dl>
-
-<dl>
-<dt id="index-up_002dsplit">Procedure: <strong>up-split</strong> <em>painter n</em></dt>
-<dd><p>Subdivide <var>painter</var> into 3 sections, recursively, like so:
-</p>
-<pre class="verbatim">*----------------*----------------*
-| | |
-| up-split | up-split |
-| n - 1 | n - 1 |
-| | |
-*----------------*----------------*
-| |
-| painter |
-| |
-| |
-*----------------*----------------*
-</pre>
-</dd></dl>
-
-<dl>
-<dt id="index-corner_002dsplit">Procedure: <strong>corner-split</strong> <em>painter n</em></dt>
-<dd><p>Subdivide <var>painter</var> into 4 sections, recursively, like so:
-</p>
-<pre class="verbatim">*----------------*----------------*
-| | |
-| up-split | corner-split |
-| n - 1 | n - 1 |
-| | |
-*----------------*----------------*
-| | |
-| painter | right-split |
-| | n - 1 |
-| | |
-*----------------*----------------*
-</pre>
-</dd></dl>
-
-
-<p>As in real life, a painter cannot paint anything without a canvas.
-Once a painter has been associated with a canvas, it can finally be
-rendered to the screen.
-</p>
-<dl>
-<dt id="index-make_002dcanvas">Procedure: <strong>make-canvas</strong> <em>painter [#:matrix]</em></dt>
-<dd><p>Return a new canvas that will <var>painter</var> will draw on. Optionally,
-a 3x3 <var>matrix</var> may be specified to apply an arbitrary
-transformation to the resulting image.
-</p></dd></dl>
-
-<dl>
-<dt id="index-make_002dempty_002dcanvas">Procedure: <strong>make-empty-canvas</strong> <em>[#:matrix]</em></dt>
-<dd><p>Return a new canvas that no painter is using. Optionally, a 3x3
-<var>matrix</var> may be specified to apply an arbitrary transformation to
-the image, should a painter later be associated with this canvas.
-</p></dd></dl>
-
-<dl>
-<dt id="index-canvas_003f">Procedure: <strong>canvas?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> is <var>obj</var> is a canvas.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dcanvas_002dpainter_0021">Procedure: <strong>set-canvas-painter!</strong> <em>canvas painter</em></dt>
-<dd><p>Associate <var>painter</var> with <var>canvas</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dcanvas_002dmatrix_0021">Procedure: <strong>set-canvas-matrix!</strong> <em>canvas matrix</em></dt>
-<dd><p>Set the 3x3 transformation matrix of <var>canvas</var> to <var>matrix</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-draw_002dcanvas">Procedure: <strong>draw-canvas</strong> <em>canvas</em></dt>
-<dd><p>Render <var>canvas</var> to the screen.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Particles.html" accesskey="n" rel="next">Particles</a>, Previous: <a href="Fonts.html" accesskey="p" rel="prev">Fonts</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Vectors.html b/manuals/chickadee/Vectors.html
deleted file mode 100644
index 8761fe9..0000000
--- a/manuals/chickadee/Vectors.html
+++ /dev/null
@@ -1,351 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Vectors (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Vectors (The Chickadee Game Toolkit)" />
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-<link href="Math.html" rel="up" title="Math" />
-<link href="Rectangles.html" rel="next" title="Rectangles" />
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-<style type="text/css">
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-span.nolinebreak {white-space: nowrap}
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-span.sansserif {font-family: sans-serif; font-weight: normal}
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-@media (min-width: 1140px) {
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---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
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-</head>
-
-<body lang="en">
-<span id="Vectors"></span><div class="header">
-<p>
-Next: <a href="Rectangles.html" accesskey="n" rel="next">Rectangles</a>, Previous: <a href="Basics.html" accesskey="p" rel="prev">Basics</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Vectors-1"></span><h4 class="subsection">5.2.2 Vectors</h4>
-
-<p>Unlike Scheme&rsquo;s vector data type, which is a sequence of arbitrary
-Scheme objects, Chickadee&rsquo;s <code>(chickadee math vector)</code> module
-provides vectors in the linear algebra sense: Sequences of numbers
-specialized for particular coordinate spaces. As of now, Chickadee
-provides 2D and 3D vectors, with 4D vector support coming in a future
-release.
-</p>
-<p>Here&rsquo;s a quick example of adding two vectors:
-</p>
-<div class="lisp">
-<pre class="lisp"><span class="syntax-open">(</span><span class="syntax-special">define</span> <span class="syntax-symbol">v</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2+</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">1</span> <span class="syntax-symbol">2</span><span class="syntax-close">)</span> <span class="syntax-open">(</span><span class="syntax-symbol">vec2</span> <span class="syntax-symbol">3</span> <span class="syntax-symbol">4</span><span class="syntax-close">)</span><span class="syntax-close">)</span><span class="syntax-close">)</span>
-</pre></div>
-
-<p><em>A Note About Performance</em>
-</p>
-<p>A lot of time has been spent making Chickadee&rsquo;s vector operations
-perform relatively efficiently in critical code paths where excessive
-garbage generation will cause major performance issues. The general
-rule is that procedures ending with <code>!</code> perform an in-place
-modification of one of the arguments in order to avoid allocating a
-new vector. These procedures are also inlined by Guile&rsquo;s compiler in
-order to take advantage of optimizations relating to floating point
-math operations. The downside is that since these are not pure
-functions, they do not compose well and create more verbose code.
-</p>
-<span id="g_t2D-Vectors"></span><h4 class="subsubsection">5.2.2.1 2D Vectors</h4>
-
-<dl>
-<dt id="index-vec2">Procedure: <strong>vec2</strong> <em>x y</em></dt>
-<dd><p>Return a new 2D vector with coordinates (<var>x</var>, <var>y</var>).
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002fpolar">Procedure: <strong>vec2/polar</strong> <em>r theta</em></dt>
-<dd><p>Return a new 2D vector containing the Cartesian representation of the
-polar coordinate (<var>r</var>, <var>theta</var>). The angle <var>theta</var> is
-measured in radians.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_003f">Procedure: <strong>vec2?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a 2D vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dx">Procedure: <strong>vec2-x</strong> <em>v</em></dt>
-<dd><p>Return the X coordinate of the 2D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dy">Procedure: <strong>vec2-y</strong> <em>v</em></dt>
-<dd><p>Return the Y coordinate of the 2D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dcopy">Procedure: <strong>vec2-copy</strong> <em>v</em></dt>
-<dd><p>Return a fresh copy of the 2D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dmagnitude">Procedure: <strong>vec2-magnitude</strong> <em>v</em></dt>
-<dd><p>Return the magnitude of the 2D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002ddot">Procedure: <strong>vec2-dot</strong> <em>v1 v2</em></dt>
-<dd><p>Return the dot product of the 2D vectors <var>v1</var> and <var>v2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dnormalize">Procedure: <strong>vec2-normalize</strong> <em>v</em></dt>
-<dd><p>Return the normalized form of the 2D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002b">Procedure: <strong>vec2+</strong> <em>v x</em></dt>
-<dd><p>Add <var>x</var>, either a 2D vector or a scalar (i.e. a real number), to
-the 2D vector <var>v</var> and return a new vector containing the sum.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002d">Procedure: <strong>vec2-</strong> <em>v x</em></dt>
-<dd><p>Subtract <var>x</var>, either a 2D vector or a scalar, from the 2D vector
-<var>v</var> and return a new vector containing the difference.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002a">Procedure: <strong>vec2*</strong> <em>v x</em></dt>
-<dd><p>Multiply the 2D vector <var>v</var> by <var>x</var>, a 2D vector or a scalar,
-and return a new vector containing the product.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dvec2_002dx_0021">Procedure: <strong>set-vec2-x!</strong> <em>v x</em></dt>
-<dd><p>Set the X coordinate of the 2D vector <var>v</var> to <var>x</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dvec2_002dy_0021">Procedure: <strong>set-vec2-y!</strong> <em>v y</em></dt>
-<dd><p>Set the Y coordinate of the 2D vector <var>v</var> to <var>y</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dvec2_0021">Procedure: <strong>set-vec2!</strong> <em>v x y</em></dt>
-<dd><p>Set the X and Y coordinates of the 2D vector <var>v</var> to <var>x</var> and
-<var>y</var>, respectively.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dcopy_0021">Procedure: <strong>vec2-copy!</strong> <em>source target</em></dt>
-<dd><p>Copy the 2D vector <var>source</var> into the 2D vector <var>target</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dadd_0021">Procedure: <strong>vec2-add!</strong> <em>v x</em></dt>
-<dd><p>Perform an in-place modification of the 2D vector <var>v</var> by adding
-<var>x</var>, a 2D vector or a scalar.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dsub_0021">Procedure: <strong>vec2-sub!</strong> <em>v x</em></dt>
-<dd><p>Perform an in-place modification of the 2D vector <var>v</var> by
-subtracting <var>x</var>, a 2D vector or a scalar.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec2_002dmult_0021">Procedure: <strong>vec2-mult!</strong> <em>v x</em></dt>
-<dd><p>Perform an in-place modification of the 2D vector <var>v</var> by
-multiplying it by <var>x</var>, a 2D vector or a scalar.
-</p></dd></dl>
-
-<span id="g_t3D-Vectors"></span><h4 class="subsubsection">5.2.2.2 3D Vectors</h4>
-
-<dl>
-<dt id="index-vec3">Procedure: <strong>vec3</strong> <em>x y</em></dt>
-<dd><p>Return a new 2D vector with coordinates (<var>x</var>, <var>y</var>).
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_003f">Procedure: <strong>vec3?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a 3D vector.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dx">Procedure: <strong>vec3-x</strong> <em>v</em></dt>
-<dd><p>Return the X coordinate of the 3D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dy">Procedure: <strong>vec3-y</strong> <em>v</em></dt>
-<dd><p>Return the Y coordinate of the 3D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dz">Procedure: <strong>vec3-z</strong> <em>v</em></dt>
-<dd><p>Return the Z coordinate of the 3D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dcopy">Procedure: <strong>vec3-copy</strong> <em>v</em></dt>
-<dd><p>Return a fresh copy of the 3D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dmagnitude">Procedure: <strong>vec3-magnitude</strong> <em>v</em></dt>
-<dd><p>Return the magnitude of the 3D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002ddot">Procedure: <strong>vec3-dot</strong> <em>v1 v2</em></dt>
-<dd><p>Return the dot product of the 3D vectors <var>v1</var> and <var>v2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dcross">Procedure: <strong>vec3-cross</strong> <em>v1 v2</em></dt>
-<dd><p>Return a new 3D vector containing the cross product of <var>v1</var> and
-<var>v2</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dnormalize">Procedure: <strong>vec3-normalize</strong> <em>v</em></dt>
-<dd><p>Return the normalized form of the 3D vector <var>v</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002b">Procedure: <strong>vec3+</strong> <em>v x</em></dt>
-<dd><p>Add <var>x</var>, either a 3D vector or a scalar (i.e. a real number), to
-the 3D vector <var>v</var> and return a new vector containing the sum.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002d">Procedure: <strong>vec3-</strong> <em>v x</em></dt>
-<dd><p>Subtract <var>x</var>, either a 3D vector or a scalar, from the 3D vector
-<var>v</var> and return a new vector containing the difference.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002a">Procedure: <strong>vec3*</strong> <em>v x</em></dt>
-<dd><p>Multiply the 3D vector <var>v</var> by <var>x</var>, a 3D vector or a scalar,
-and return a new vector containing the product.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dvec3_002dx_0021">Procedure: <strong>set-vec3-x!</strong> <em>v x</em></dt>
-<dd><p>Set the X coordinate of the 3D vector <var>v</var> to <var>x</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dvec3_002dy_0021">Procedure: <strong>set-vec3-y!</strong> <em>v y</em></dt>
-<dd><p>Set the Y coordinate of the 3D vector <var>v</var> to <var>y</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dvec3_002dz_0021">Procedure: <strong>set-vec3-z!</strong> <em>v z</em></dt>
-<dd><p>Set the Z coordinate of the 3D vector <var>v</var> to <var>z</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dvec3_0021">Procedure: <strong>set-vec3!</strong> <em>v x y z</em></dt>
-<dd><p>Set the X, Y, and Z coordinates of the 3D vector <var>v</var> to <var>x</var>,
-<var>y</var>, and <var>z</var>, respectively.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dcopy_0021">Procedure: <strong>vec3-copy!</strong> <em>source target</em></dt>
-<dd><p>Copy the 3D vector <var>source</var> into the 3D vector <var>target</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dadd_0021">Procedure: <strong>vec3-add!</strong> <em>v x</em></dt>
-<dd><p>Perform an in-place modification of the 3D vector <var>v</var> by adding
-<var>x</var>, a 3D vector or a scalar.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dsub_0021">Procedure: <strong>vec3-sub!</strong> <em>v x</em></dt>
-<dd><p>Perform an in-place modification of the 3D vector <var>v</var> by
-subtracting <var>x</var>, a 3D vector or a scalar.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dmult_0021">Procedure: <strong>vec3-mult!</strong> <em>v x</em></dt>
-<dd><p>Perform an in-place modification of the 3D vector <var>v</var> by
-multiplying it by <var>x</var>, a 3D vector or a scalar.
-</p></dd></dl>
-
-<dl>
-<dt id="index-vec3_002dcross_0021">Procedure: <strong>vec3-cross!</strong> <em>dest v1 v2</em></dt>
-<dd><p>Compute the cross product of the 3D vectors <var>v1</var> and <var>v2</var> and
-store the result in <var>dest</var>.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Rectangles.html" accesskey="n" rel="next">Rectangles</a>, Previous: <a href="Basics.html" accesskey="p" rel="prev">Basics</a>, Up: <a href="Math.html" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Viewports.html b/manuals/chickadee/Viewports.html
deleted file mode 100644
index c60adc3..0000000
--- a/manuals/chickadee/Viewports.html
+++ /dev/null
@@ -1,163 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Viewports (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Viewports (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Viewports (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Graphics.html" rel="up" title="Graphics" />
-<link href="Render-Settings.html" rel="next" title="Render Settings" />
-<link href="Framebuffers.html" rel="prev" title="Framebuffers" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
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-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Viewports"></span><div class="header">
-<p>
-Next: <a href="Render-Settings.html" accesskey="n" rel="next">Render Settings</a>, Previous: <a href="Framebuffers.html" accesskey="p" rel="prev">Framebuffers</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Viewports-1"></span><h4 class="subsection">5.3.15 Viewports</h4>
-
-<p>A viewport represents a subset of the screen (or framebuffer). When
-rendering a frame, the resulting image will only appear within that
-viewport. These aren&rsquo;t often needed, and Chickadee&rsquo;s default viewport
-occupies the entire screen, but there are certain situations where
-they are useful. For example, a split-screen multiplayer game may
-render to two different viewports, each occupying a different half of
-the screen.
-</p>
-<p>The <code>(chickadee graphics viewport)</code> module provides the following
-API:
-</p>
-<dl>
-<dt id="index-make_002dviewport">Procedure: <strong>make-viewport</strong> <em>x y width height [#:clear-color] [#:clear-flags]</em></dt>
-<dd>
-<p>Create a viewport that covers an area of the window starting from
-coordinates (<var>x</var>, <var>y</var>) and spanning <var>width</var> <code>x</code>
-<var>height</var> pixels. Fill the viewport with <var>clear-color</var> when
-clearing the screen. Clear the buffers denoted by the list of symbols
-in <var>clear-flags</var>.
-</p>
-<p>Possible values for <var>clear-flags</var> are <var>color-buffer</var>,
-<var>depth-buffer</var>, <var>accum-buffer</var>, and <var>stencil-buffer</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-viewport_003f">Procedure: <strong>viewport?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a viewport.
-</p></dd></dl>
-
-<dl>
-<dt id="index-viewport_002dx">Procedure: <strong>viewport-x</strong> <em>viewport</em></dt>
-<dd><p>Return the left edge of <var>viewport</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-viewport_002dy">Procedure: <strong>viewport-y</strong> <em>viewport</em></dt>
-<dd><p>Return the bottom edge of <var>viewport</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-viewport_002dwidth">Procedure: <strong>viewport-width</strong> <em>viewport</em></dt>
-<dd><p>Return the width of <var>viewport</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-viewport_002dheight">Procedure: <strong>viewport-height</strong> <em>viewport</em></dt>
-<dd><p>Return the height of <var>viewport</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-viewport_002dclear_002dcolor">Procedure: <strong>viewport-clear-color</strong> <em>viewport</em></dt>
-<dd><p>Return the clear color for <var>viewport</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-viewport_002dclear_002dflags">Procedure: <strong>viewport-clear-flags</strong> <em>viewport</em></dt>
-<dd><p>Return the list of clear flags for <var>viewport</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dviewport">Procedure: <strong>current-viewport</strong></dt>
-<dd><p>Return the current viewport.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003aviewport">Variable: <strong>g:viewport</strong></dt>
-<dd><p>Render state for viewports (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/Window-Manipulation.html b/manuals/chickadee/Window-Manipulation.html
deleted file mode 100644
index 879c12c..0000000
--- a/manuals/chickadee/Window-Manipulation.html
+++ /dev/null
@@ -1,190 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Window Manipulation (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Window Manipulation (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Window Manipulation (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Kernel.html" rel="up" title="Kernel" />
-<link href="Math.html" rel="next" title="Math" />
-<link href="Input-Devices.html" rel="prev" title="Input Devices" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Window-Manipulation"></span><div class="header">
-<p>
-Previous: <a href="Input-Devices.html" accesskey="p" rel="prev">Input Devices</a>, Up: <a href="Kernel.html" accesskey="u" rel="up">Kernel</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Window-Manipulation-1"></span><h4 class="subsection">5.1.3 Window Manipulation</h4>
-
-<dl>
-<dt id="index-current_002dwindow">Procedure: <strong>current-window</strong></dt>
-<dd><p>Return the currently active game window.
-</p></dd></dl>
-
-<dl>
-<dt id="index-window_003f">Procedure: <strong>window?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a window object.
-</p></dd></dl>
-
-<dl>
-<dt id="index-window_002dtitle">Procedure: <strong>window-title</strong> <em>window</em></dt>
-<dd><p>Return the title of <var>window</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-window_002dwidth">Procedure: <strong>window-width</strong> <em>window</em></dt>
-<dd><p>Return the width of <var>window</var> in pixels.
-</p></dd></dl>
-
-<dl>
-<dt id="index-window_002dheight">Procedure: <strong>window-height</strong> <em>window</em></dt>
-<dd><p>Return the height of <var>window</var> in pixels.
-</p></dd></dl>
-
-<dl>
-<dt id="index-window_002dx">Procedure: <strong>window-x</strong> <em>window</em></dt>
-<dd><p>Retun the X coordinate of the upper-left corner of <var>window</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-window_002dy">Procedure: <strong>window-y</strong> <em>window</em></dt>
-<dd><p>Return the Y coordinate of the upper-left corner of <var>window</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-hide_002dwindow_0021">Procedure: <strong>hide-window!</strong> <em>window</em></dt>
-<dd><p>Hide <var>window</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-show_002dwindow_0021">Procedure: <strong>show-window!</strong> <em>window</em></dt>
-<dd><p>Show <var>window</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-maximize_002dwindow_0021">Procedure: <strong>maximize-window!</strong> <em>window</em></dt>
-<dd><p>Maximize <var>window</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-minimize_002dwindow_0021">Procedure: <strong>minimize-window!</strong> <em>window</em></dt>
-<dd><p>Minimize <var>window</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-raise_002dwindow_0021">Procedure: <strong>raise-window!</strong> <em>window</em></dt>
-<dd><p>Make <var>window</var> visible over all other windows.
-</p></dd></dl>
-
-<dl>
-<dt id="index-restore_002dwindow_0021">Procedure: <strong>restore-window!</strong> <em>window</em></dt>
-<dd><p>Restore the size and position of a minimized or maximized
-<var>window</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dwindow_002dborder_0021">Procedure: <strong>set-window-border!</strong> <em>window border?</em></dt>
-<dd><p>Enable/disable the border around <var>window</var>. If <var>border?</var> is
-<code>#f</code>, the border is disabled, otherwise it is enabled.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dwindow_002dtitle_0021">Procedure: <strong>set-window-title!</strong> <em>window title</em></dt>
-<dd><p>Change the title of <var>window</var> to <var>title</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dwindow_002dsize_0021">Procedure: <strong>set-window-size!</strong> <em>window width height</em></dt>
-<dd><p>Change the dimensions of <var>window</var> to <var>width</var> x <var>height</var>
-pixels.
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dwindow_002dposition_0021">Procedure: <strong>set-window-position!</strong> <em>window x y</em></dt>
-<dd><p>Move the upper-left corner of <var>window</var> to pixel coordinates
-(<var>x</var>, <var>y</var>).
-</p></dd></dl>
-
-<dl>
-<dt id="index-set_002dwindow_002dfullscreen_0021">Procedure: <strong>set-window-fullscreen!</strong> <em>window fullscreen?</em></dt>
-<dd><p>Enable or disable fullscreen mode for <var>window</var>. If
-<var>fullscreen?</var> is <code>#f</code>, fullscreen mode is disabled, otherwise
-it is enabled.
-</p></dd></dl>
-
-
-
-
-</body>
-</html>
diff --git a/manuals/chickadee/index.html b/manuals/chickadee/index.html
deleted file mode 100644
index 0d414d5..0000000
--- a/manuals/chickadee/index.html
+++ /dev/null
@@ -1,267 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Top (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Top (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Top (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="#Top" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Installation.html" rel="next" title="Installation" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<h1 class="settitle" align="center">The Chickadee Game Toolkit</h1>
-
-
-<span id="SEC_Contents"></span>
-<h2 class="contents-heading">Table of Contents</h2>
-
-<div class="contents">
-
-<ul class="no-bullet">
- <li><a id="toc-Installation-1" href="Installation.html#Installation">1 Installation</a>
- <ul class="no-bullet">
- <li><a id="toc-Requirements-1" href="Requirements.html#Requirements">1.1 Requirements</a></li>
- </ul></li>
- <li><a id="toc-Getting-Started-1" href="Getting-Started.html#Getting-Started">2 Getting Started</a></li>
- <li><a id="toc-Command-Line-Interface-1" href="Command-Line-Interface.html#Command-Line-Interface">3 Command Line Interface</a>
- <ul class="no-bullet">
- <li><a id="toc-Invoking-chickadee-play-1" href="Invoking-chickadee-play.html#Invoking-chickadee-play">3.1 Invoking <code>chickadee play</code></a></li>
- <li><a id="toc-Invoking-chickadee-bundle-1" href="Invoking-chickadee-bundle.html#Invoking-chickadee-bundle">3.2 Invoking <code>chickadee bundle</code></a></li>
- </ul></li>
- <li><a id="toc-Live-Coding-1" href="Live-Coding.html#Live-Coding">4 Live Coding</a></li>
- <li><a id="toc-API-Reference-1" href="API-Reference.html#API-Reference">5 API Reference</a>
- <ul class="no-bullet">
- <li><a id="toc-Kernel-1" href="Kernel.html#Kernel">5.1 Kernel</a>
- <ul class="no-bullet">
- <li><a id="toc-The-Game-Loop-1" href="The-Game-Loop.html#The-Game-Loop">5.1.1 The Game Loop</a></li>
- <li><a id="toc-Input-Devices-1" href="Input-Devices.html#Input-Devices">5.1.2 Input Devices</a></li>
- <li><a id="toc-Window-Manipulation-1" href="Window-Manipulation.html#Window-Manipulation">5.1.3 Window Manipulation</a></li>
- </ul></li>
- <li><a id="toc-Math-1" href="Math.html#Math">5.2 Math</a>
- <ul class="no-bullet">
- <li><a id="toc-Basics-1" href="Basics.html#Basics">5.2.1 Basics</a></li>
- <li><a id="toc-Vectors-1" href="Vectors.html#Vectors">5.2.2 Vectors</a>
- <ul class="no-bullet">
- <li><a id="toc-2D-Vectors" href="Vectors.html#g_t2D-Vectors">5.2.2.1 2D Vectors</a></li>
- <li><a id="toc-3D-Vectors" href="Vectors.html#g_t3D-Vectors">5.2.2.2 3D Vectors</a></li>
- </ul></li>
- <li><a id="toc-Rectangles-1" href="Rectangles.html#Rectangles">5.2.3 Rectangles</a></li>
- <li><a id="toc-Matrices-1" href="Matrices.html#Matrices">5.2.4 Matrices</a>
- <ul class="no-bullet">
- <li><a id="toc-3x3-Matrices" href="Matrices.html#g_t3x3-Matrices">5.2.4.1 3x3 Matrices</a></li>
- <li><a id="toc-4x4-Matrices" href="Matrices.html#g_t4x4-Matrices">5.2.4.2 4x4 Matrices</a></li>
- </ul></li>
- <li><a id="toc-Quaternions-1" href="Quaternions.html#Quaternions">5.2.5 Quaternions</a></li>
- <li><a id="toc-Easings-1" href="Easings.html#Easings">5.2.6 Easings</a></li>
- <li><a id="toc-Bezier-Curves-1" href="Bezier-Curves.html#Bezier-Curves">5.2.7 Bezier Curves</a></li>
- </ul></li>
- <li><a id="toc-Graphics-1" href="Graphics.html#Graphics">5.3 Graphics</a>
- <ul class="no-bullet">
- <li><a id="toc-Colors-1" href="Colors.html#Colors">5.3.1 Colors</a>
- <ul class="no-bullet">
- <li><a id="toc-Stock-Colors" href="Colors.html#Stock-Colors">5.3.1.1 Stock Colors</a></li>
- </ul></li>
- <li><a id="toc-Textures-1" href="Textures.html#Textures">5.3.2 Textures</a>
- <ul class="no-bullet">
- <li><a id="toc-Tile-Atlases" href="Textures.html#Tile-Atlases">5.3.2.1 Tile Atlases</a></li>
- <li><a id="toc-Cube-Maps" href="Textures.html#Cube-Maps">5.3.2.2 Cube Maps</a></li>
- </ul></li>
- <li><a id="toc-Sprites-1" href="Sprites.html#Sprites">5.3.3 Sprites</a>
- <ul class="no-bullet">
- <li><a id="toc-Sprite-Batches" href="Sprites.html#Sprite-Batches">5.3.3.1 Sprite Batches</a></li>
- <li><a id="toc-9_002dPatches" href="Sprites.html#g_t9_002dPatches">5.3.3.2 9-Patches</a></li>
- </ul></li>
- <li><a id="toc-Fonts-1" href="Fonts.html#Fonts">5.3.4 Fonts</a></li>
- <li><a id="toc-Vector-Paths-1" href="Vector-Paths.html#Vector-Paths">5.3.5 Vector Paths</a></li>
- <li><a id="toc-Particles-1" href="Particles.html#Particles">5.3.6 Particles</a></li>
- <li><a id="toc-Tile-Maps-1" href="Tile-Maps.html#Tile-Maps">5.3.7 Tile Maps</a></li>
- <li><a id="toc-Models-1" href="Models.html#Models">5.3.8 Models</a></li>
- <li><a id="toc-Lights-1" href="Lights.html#Lights">5.3.9 Lights</a></li>
- <li><a id="toc-Skyboxes-1" href="Skyboxes.html#Skyboxes">5.3.10 Skyboxes</a></li>
- <li><a id="toc-Meshes-1" href="Meshes.html#Meshes">5.3.11 Meshes</a>
- <ul class="no-bullet">
- <li><a id="toc-Materials" href="Meshes.html#Materials">5.3.11.1 Materials</a></li>
- <li><a id="toc-Blinn_002dPhong-Materials" href="Meshes.html#Blinn_002dPhong-Materials">5.3.11.2 Blinn-Phong Materials</a></li>
- <li><a id="toc-PBR-Materials" href="Meshes.html#PBR-Materials">5.3.11.3 PBR Materials</a></li>
- <li><a id="toc-Primitives-and-Meshes" href="Meshes.html#Primitives-and-Meshes">5.3.11.4 Primitives and Meshes</a></li>
- </ul></li>
- <li><a id="toc-Buffers-1" href="Buffers.html#Buffers">5.3.12 Buffers</a></li>
- <li><a id="toc-Shaders-1" href="Shaders.html#Shaders">5.3.13 Shaders</a>
- <ul class="no-bullet">
- <li><a id="toc-Attributes" href="Shaders.html#Attributes">5.3.13.1 Attributes</a></li>
- <li><a id="toc-Uniforms" href="Shaders.html#Uniforms">5.3.13.2 Uniforms</a></li>
- <li><a id="toc-User_002dDefined-Shader-Types" href="Shaders.html#User_002dDefined-Shader-Types">5.3.13.3 User-Defined Shader Types</a></li>
- </ul></li>
- <li><a id="toc-Framebuffers-1" href="Framebuffers.html#Framebuffers">5.3.14 Framebuffers</a></li>
- <li><a id="toc-Viewports-1" href="Viewports.html#Viewports">5.3.15 Viewports</a></li>
- <li><a id="toc-Render-Settings-1" href="Render-Settings.html#Render-Settings">5.3.16 Render Settings</a>
- <ul class="no-bullet">
- <li><a id="toc-Blending" href="Render-Settings.html#Blending">5.3.16.1 Blending</a></li>
- <li><a id="toc-Polygon-Modes-and-Culling" href="Render-Settings.html#Polygon-Modes-and-Culling">5.3.16.2 Polygon Modes and Culling</a></li>
- <li><a id="toc-Depth-Testing" href="Render-Settings.html#Depth-Testing">5.3.16.3 Depth Testing</a></li>
- <li><a id="toc-Stencil-Testing" href="Render-Settings.html#Stencil-Testing">5.3.16.4 Stencil Testing</a></li>
- <li><a id="toc-Multisample-Antialiasing" href="Render-Settings.html#Multisample-Antialiasing">5.3.16.5 Multisample Antialiasing</a></li>
- </ul></li>
- <li><a id="toc-Rendering-Engine-1" href="Rendering-Engine.html#Rendering-Engine">5.3.17 Rendering Engine</a>
- <ul class="no-bullet">
- <li><a id="toc-Render-States" href="Rendering-Engine.html#Render-States">5.3.17.1 Render States</a></li>
- <li><a id="toc-Rendering" href="Rendering-Engine.html#Rendering">5.3.17.2 Rendering</a></li>
- </ul></li>
- </ul></li>
- <li><a id="toc-Audio-1" href="Audio.html#Audio">5.4 Audio</a>
- <ul class="no-bullet">
- <li><a id="toc-Audio-Files-1" href="Audio-Files.html#Audio-Files">5.4.1 Audio Files</a></li>
- <li><a id="toc-Sources-1" href="Sources.html#Sources">5.4.2 Sources</a></li>
- <li><a id="toc-The-Listener-1" href="The-Listener.html#The-Listener">5.4.3 The Listener</a></li>
- <li><a id="toc-The-Environment-1" href="The-Environment.html#The-Environment">5.4.4 The Environment</a></li>
- </ul></li>
- <li><a id="toc-Scripting-1" href="Scripting.html#Scripting">5.5 Scripting</a>
- <ul class="no-bullet">
- <li><a id="toc-Agendas-1" href="Agendas.html#Agendas">5.5.1 Agendas</a></li>
- <li><a id="toc-Scripts-1" href="Scripts.html#Scripts">5.5.2 Scripts</a></li>
- <li><a id="toc-Tweening-1" href="Tweening.html#Tweening">5.5.3 Tweening</a></li>
- <li><a id="toc-Channels-1" href="Channels.html#Channels">5.5.4 Channels</a></li>
- </ul></li>
- <li><a id="toc-Data-Structures-1" href="Data-Structures.html#Data-Structures">5.6 Data Structures</a>
- <ul class="no-bullet">
- <li><a id="toc-Array-Lists-1" href="Array-Lists.html#Array-Lists">5.6.1 Array Lists</a></li>
- <li><a id="toc-Queues-1" href="Queues.html#Queues">5.6.2 Queues</a></li>
- <li><a id="toc-Heaps-1" href="Heaps.html#Heaps">5.6.3 Heaps</a></li>
- <li><a id="toc-Quadtrees-1" href="Quadtrees.html#Quadtrees">5.6.4 Quadtrees</a></li>
- <li><a id="toc-Grids-1" href="Grids.html#Grids">5.6.5 Grids</a></li>
- <li><a id="toc-Path-Finding-1" href="Path-Finding.html#Path-Finding">5.6.6 Path Finding</a></li>
- </ul></li>
- </ul></li>
- <li><a id="toc-Copying-This-Manual-1" href="Copying-This-Manual.html#Copying-This-Manual">Appendix A Copying This Manual</a>
- <ul class="no-bullet">
- <li><a id="toc-Apache-2_002e0-License-1" href="Apache-2_002e0-License.html#Apache-2_002e0-License">A.1 Apache 2.0 License</a></li>
- </ul></li>
- <li><a id="toc-Index-1" href="Index.html#Index" rel="index">Index</a></li>
-</ul>
-</div>
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-<span id="Top"></span><div class="header">
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-Next: <a href="Installation.html" accesskey="n" rel="next">Installation</a> &nbsp; [<a href="#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Chickadee"></span><h1 class="top">Chickadee</h1>
-
-<p>Copyright &copy; 2017-2023 David Thompson <a href="mailto:dthompson2@worcester.edu">dthompson2@worcester.edu</a>
-</p>
-<blockquote>
-<p>Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled &ldquo;GNU
-Free Documentation License&rdquo;.
-</p>
-<p>A copy of the license is also available from the Free Software
-Foundation Web site at <a href="http://www.gnu.org/licenses/fdl.html">http://www.gnu.org/licenses/fdl.html</a>.
-</p>
-</blockquote>
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-<p>The document was typeset with
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-<table class="menu" border="0" cellspacing="0">
-<tr><td align="left" valign="top">&bull; <a href="Installation.html" accesskey="1">Installation</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Installing Chickadee.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Getting-Started.html" accesskey="2">Getting Started</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Writing your first Chickadee program.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Command-Line-Interface.html" accesskey="3">Command Line Interface</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Run Chickadee programs from the terminal.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Live-Coding.html" accesskey="4">Live Coding</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Tips for building games from the REPL.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="API-Reference.html" accesskey="5">API Reference</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">Chickadee API reference.
-</td></tr>
-<tr><td align="left" valign="top">&bull; <a href="Copying-This-Manual.html" accesskey="6">Copying This Manual</a></td><td>&nbsp;&nbsp;</td><td align="left" valign="top">
-</td></tr>
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