
        --------------------------------------------------------------
        A short description for the use of Mandelbulb 3D version 1.6.9
        --------------------------------------------------------------
                   (Scroll down to bottom see change log.)


Mandelbulb 3D is a program designed for the Windows platform, to generate real 
3D views of different fractals.  Many thanks to the people on FractalForums.com, 
especially to David Makin for helping with implementing DE, also to Buddhi for 
the fast DE method for the amazing box, msltoe for the riemannian formula, 
Tglad for the Amazing Box, Fracmonk for the CommQuat formula, Trafassel for
the IdesFormula and Luca (DarkBeam) for many own made ones!
Not at least thanks to Daniel White, whose fast int power formulas I am using.
And all the others with helping, testing and for suggestions.


Installation:
-------------

An installation is not necessary, extract the whole archive to a folder of your
choice and start the program by clicking on the "Mandelbulb3D" executable.
If not all formulas are available, specify the formula directory by clicking on
the 'INI DIRS' button and restart the program.


Zooming and navigating:
-----------------------  
  One way for navigating is to use the 2D mouse functions to navigate and zoom
  via 2D slices to different positions.  You can select on the bottom left side
  of the programs window three options by clicking on the buttons: 

  1. Button is for zooming, a double click in the image will zoom in the clicked
     position by a factor of 1.4 .  Left-click for zooming in, Right-click for
     zooming out.  You can also mark an area in the image to zoom into it.

  2. Button to shift the image in horizontal and vertical directions.

  3. Button to navigate the slice in Z direction, seen from the viewport of the
     beholder.  This is useful to get a better imagination of the location.

  And you can rotate the bulb around the point that is given by the Xmid, Ymid
  and Zmid values by clicking on the arrow buttons below the main image window.

  Reset pos&zoom:
     To reset the position, rotation and zoom to default start values.
     
     Hints:
       If the R bailout value is bigger than 500, it will be more zoomed out, so
       push this button after selecting the 'amazing box', for example.
       
       The zoom value is not really intended for large changes by the user,
       use the navigator instead to zoom into the object.

  Calc-:
     Calculates a 8x8 blocky image, for example to roughly locate structures
     to preview with a selective recalculation in the postprocessing formular.
  Calculate 3D:
     Main rendering of the current parameters.
     Choose the options for hard and ambient shadows in the postprocessing
     formular before if you want them to be calculated automatically or to
     disable the automatic calculation.
  Formulas and Postprocess:
     Brings up the specific formulars for making changes.
    

3D View:
--------
  The Zstart position defines the start of rays to be calculated, Zend defines
  where calculation ends, if no object until then has been found.  These values
  are relative to the Zmid and the actual view direction, so Zstart is always
  lower than Zend.

  Hint:  Increase the Zend value, if parts in the background are missing.  Note
         that these values have also an influence on the processing time, do not
         choose larger values than needed.
         Until version 1.6.7 larger Zend values does not slow down the program
         to much, but you have to use the 24bit or the DEAO ambient shadow
         functions to avoid banding artifacts.

   

============
3D NAVIGATOR
============

  This feature is useful for an intuitive navigation through the fractal, like in
  first person games.
  First started, it uses the actual settings from the main program, later on you
  can use the 'insert parameter' button to insert the main settings.

  Because the zoom is calculated from the local DE value, the diplayed image can
  differ from the main programs image view.  This is also the reason why sometimes
  the object will appear more tiny when stepping forward, because the local DE
  became smaller while passing a nearby structure.
  
  I recommend to use the keyboard to navigate, all movings can be performed with
  the left hand, all rotations with the right hand.  Use the keys that are shown
  beside the belonging buttons.

  Click the button on the lower right side to open the option panel for specifying
  step sizes, rotating angles and some other options.
  Popup hints should appear when the mouse cursor is over the edit fields.

  Fixed zoom and steps:
    To disable the automatic zoom changing, what leeds also to stepping through
    the bulb.

  Note: Do not start the navigator or insert parameters, when inside a bulb.
        Or you could try to enable the 'fixed zoom and steps' option first.

  Hint: If the view disappears because of local low DE values, look at the zoom
        value and step towards decreasing values, and/or increase the far plane
        value.
  Hint: Some fractals like the AmazingBox with Scale values near to 1 or -1 have
        inaccurate distance estimates.  To avoid stepping inside the object,
        reduce the "Sliding+Walking step" value in the tab that appears below the
        navigator window by clicking on the expanding button.
        ...This problem is reduced in version 1.6.7 and above.


===========
FORMULA TAB
===========

  Choose a formula and calculate the 3D version to see the differences.

  The formulas have often additional option values that can be changed too.
  Please tryout.

  You can choose several formulas that are calculated behind each other to give an
  alternating hybrid. Each formula is repeated n times by the option value that is
  given with 'iteration count'.
  Set 'iteration count' to zero to deactivate the formula or select an empty field
  in the formula selecting menus to remove it.

  Repeat from here:
     When choosing several formulas that are calculated in a row, this option
     specifies where the next iteration starts after finishing the last formula in
     the tabs.  So you can make one or more iterations with the first formula(s),
     that is(are) never used again.

  R bailout:
     This gives the bailout value that indicates if the point belongs to the
     mandelset (after n iterations) or not (when R becomes greater than R stop).
     To low values results in artifacts.
  
  Minimum and maximum iteration counts:
     The formula is repeated at least the minimum iteration count and then
     iterated further until R becomes greater than the bailout value, or the
     maximum iteration count is reached.

  Extern Formulas (old versions up to 1.6.7), now the extern formulas are stored
  with the intern ones:
     A kind of special plugin for formulas. If you specify the specific formula
     directory after pressing the "Ini Dirs" button, the formulas are loaded
     automatically on program startup.
     Formulas that have a '_' (underline) character in front its name are only
     useful in alternating hybrids and have no added C component.  They are not
     intended for standalone use.

     3D:   Formulas that have not a special analytically DE method, using Buddhis
             4 point method.
     3Da:  Formulas with an analytic DE based on an additional value (currently
             the w variable, what can cause some interferences with 4d formulas).
             Calculation is commonly faster then the non analytically ones.
     4D:   Same as 3D but using also the w variable.
     4Da:  Like 3Da, but using another variable for the analytic calculation.
     Adds: Formulas that are not intended for standalone usage.

     Notes: 
           You can mix all formulas, but some combination may lead to
           unsatisfying results.  This is because the needed DE function can not
           be obtained always.  Mixing analytic formulas with nonanalytic ones
           results in a nonanalytic calculation.

           Older formulas included in previous versions of Mandelbub 3D might not
           work with version 1.5 or later versions and vice versa.
           The actual program loads only the working ones.  

           Mistrust formulas that were not included in the archiv, because they
           are containing pure machine code what causes risks.

  "Interpolate" hybrid:
     In this function two formulas can be interpolated. Both formulas are
     calculated for each iteration and the results are averaged with the given
     weights that can be a floating point value.

  "DEcombinate" hybrid:
     Here you can combine two formulas, in the "min" option (shown in the first
     formula tab) the formulas are both complete, "max" excludes both formulas,
     meaning that the combined object is only where both formulas were present.
     The "avg" option is maybe not very useful, it averages both DE's in a
     logarithmic way, what is near to the "min" option.
     The first formula represents one of the two combinated formulas, so you
     can't use an alternating hybrid for it.  The second formula is defined by
     formula 2 to 6, that represents an alternating hybrid.
    

===========
OPTION TABS
===========

CALCULATION:
------------
  (All of the changes to these values have only an effect when recalculating 
   the 3D bulb or a selection.)

  DE stop:
     This value indicates a stop condition for the search of the mandelset.  When
     the DE (Distance Estimation) function estimates a value lower than DEstop,
     and the iteration count is higher than the minimum iterations value, the
     program assumes that the set was found.

     The value for the DE is related to the width of a pixel, so a DEstop value
     of 1 will stop about one pixels before the set (this may vary little by
     the formula used, because the DE is not optimized yet for every formula).
     A lower value will show more details, as long as the maximum iteration
     count does not limit the details by giving an earlier stop condition.

  Vary DEstop on FOV:
     By default enabled, gives it the DEstop a higher value in far areas to get
     a faster and more aliasing free rendering.

  Raystep multiplier: (was: DE accuracy)
     This value scales the stepwidth in the search for the mandelset.
     Lower values are giving more precision to find finer details at the cost of
     rendering speed. To high values (bigger than 0.6) can lead to heavy
     overstepping.

  Stepwidth limiter:
     If decreasing the Raystep multiplier to 0.1 and still overstepping occurs,
     lower this value also to 0.1 or less.

  Stepcount for Binary Search:
     Calculates n more steps after the stop condition, to stear the location
     on the ray to an exact position.  This is essential for calculating good
     normals or in case of Iteration Count Limiting to set the points all to
     the same (smoothed) Count.

  Smooth Normals:
     A value greater than zero calculates the normals from the mean of several
     points and generates a kind of roughness value for a better anti aliasing.
     This is useful when the coloring looks noisy in high detailed areas.
     A value of 2 is mostly enough, higher values are not leading to much changes.

  Normals on DE:
     If activated, the normals will be calculated from distance estimates.
     This is a good option for bulbs, as long as no artifacts occur, try out.
     On formulas and hybrids that uses own DE methods, the normals are always
     calculated from the DE's. 

  First step random:
     This option multiplies the first raymarching step by a random number
     to give overstepping artifacts a random character and it can also reduce
     banding artifacts in the dynamic fog for example.  

  "M" button:
     You can change the parameters for the presets ("preview", "video", "mid",
     "high").  When clicked, hit one of the preset buttons to save the current
     values in the calculation tab plus the values for the image width and the
     image scale.  The image height is calculated automatically to preserve the
     aspect ratio.  If you clicked by accident, click again to cancel. 

COLORING:
---------
  Mode for 2. color choice:
     Orbit trap:
       Based on the minimum distance to 0 while iterating.
       Works also with pure IFS.
     Last length increase:
       Is the last increment factor of the 3d vector length multiplied by the
       'Lli multiplier'.  If the color histogram between the object color start
       and end sliders is on the left side you can increase this value.
     Rout angles:
       Computes the arctan2 function of the components on bailout.
       Might be options on the Amazing box, check out on preview bulbs.

  These are computed in the main rendering and afterwards available in the
  Lighting->'Object colors' panel by choosing this option.


INTERN:
-------
  Threadcount in Calculations:
     This value is set on program startup automatically, according to the
     number of processor cores in the computer.  If the program is too
     fast ;-) or you need extra power for other programs, set it to a lower
     value.  Choosing more threads than you have cores, normally does not
     increase the calculation speed.

  Thread Priority:
     Changing to lower values gives other programs more calculation time.
     Setting to Idle causes the program to calculate only on free cpu time.


CUTTING:
--------
  Enable clipping planes for 3D calculation by clicking on the right option
  boxes.  Change the values to shift the plane in that dimension.
  the side pointing towards the viewer is automatically cutted of.


JULIA MODE:
-----------
  In this mode, the value added in the formula for x,y,z (w for 4d
  formulas) is kept the same and only the start parameters are changed.


STATISTIC:
----------
  Basic information to show:
  -  Average DE Steps
  -  Average Iterations
  -  Main Calculation Time
  -  Hard Shadow Calculation Time


CAMERA:
-------
  To choose the field of view and the lense type.
  The rectilinear lense is keeping lines straight, but is not very useful for
  very high FOV's.


STEREO:
-------
  Use real world values as parameters for calculating a 'left-eye' image
  relative to the current object view.
  If you set the minimal distance to low, the image may be shifted to much.
  After rendering the light adjustments are blocked because the left-eye
  image uses some of the 'right-eye' image parameters.
  After calculating with the 'Calculate 3D' button, the lighting works again.



==============
POSTPROCESSING
==============

  Clicking on the "Postprocess" button brings up this options formular.

  Hard shadows:
     Calculate the shadows from the light sources on the object. Choose only
     the lights you want to calculate or recalculate the shadow, for example
     if the position or the angle of the light was changed.
     The 'Max length calculation' value is a factor for the default length
     up to the hard shadow will be calculated.  If shadows of distant objects
     are missing, try to increase the value and recalculate that shadow.

  RECALCULATE A SELECTION:
     If you enable this function and make a selection with the mouse in the
     image, you can recalculate this selection with different parameters or
     the same for some reasons:  reduce overstepping artifacts in some parts
     of the image, or to preview some settings before you start rendering.
     In case of reducing artifacts afterwards, there are several options to
     choose from.  If you are using a lot of dynamic fog in the image, the
     only good choice is to keep all parameters, just enable the "First
     step random" option in the calculation tab plus the "Keep only nearer
     parts" and recalculate until the result looks ok.
     If the dynamic fog is not that important, use a "Raystep divisor" value
     of 2 or higher to reduce overstepping a lot.

     Note:  Enable the automaic processing of the hard and ambient shadows
            so that they will be also calculated, but Only the DEAO ambient
            shadow can be calculated automatically!
            If you are using a different one, you have to recalculate the
            ambient shadow for the whole image afterwards!

  NORMALS ON ZBUFFER:
     You can try this function if the surface normals of the object seems to
     be wrong (noisy or very flat look).
     Warning: Save the rendering first as m3i file, because you have to
              rerender all to make this function undo!

  AMBIENT SHADOWS:
     This an automatically (by default) calculated shadow, and the result is
     obviously.
     The Z/R threshold limits the influence of strong depth changes, as in
     disconnected fore and background parts.
     The option "Threshold to 0" lets the threshold decrease the shadow down
     to 0, so far parts are not affected by nearby parts.  But this option
     can lead to stripes on parts inbetween.
     Use the 24 bit functions if banding  or blocking artifacts are visible.
     The 'r' function reduces blockings further more by randomizing the
     sample positions.  Some noise can be visible, this is not solved in the
     current version yet.
     The new DEAO method does not relay on the Z Buffer and is therefore
     also very good for video animations.

  Depth of field:
     The blurring from the optic can be simulated. Choose the distance from
     the beholder that should be sharp by clicking on the "Get Z from image"
     button and afterwards on the specific object detail in the image.
     The "Objectsize" parameter changes the behaviour of the blur radius,
     values under 0.1 and over 0.9 can be critical in some way. (try out)

  Please look also at the popups that appear when the mouse is over the edit
  fields or over the buttons!


===========
LIGHTING
===========

  The lighting is mainly based on the Phong Shading model, so please refer on
  this for more details on ambient, diffuse and specular light.
  Or just try it out.

  The settings can be adjusted every time, even while calculating the 3D view.
  So these settings should be very self explaining by the given result.

  The ambient color has changed in version 1.5, it is not an object color
  anymore, it is like the background color sperated in a upper and lower
  color that simulates a homogen front light.

  You can see the histograms between the color adjustment sliders, changing
  the objects colors.  Press "fine" to expand the range according to the
  present slider settings.

  Color on 2nd choice (was on earlier versions: Color on Orbit Trap):
     An additional coloring option that was calculated with the choosen color
     option in the 'Coloring' tab (version 1.6.8 and later).
     If not choosen, the colors are based on smooth iterations.

  Far Fog:
     Squares the distance for calculating the depth fog effect, leading in less
     fog in mid parts of the image.


  The presets at the bottom of the window are changing the light and object
  colors, and the intensity + function of the light, but no further settings.
  Press "M" and a custom preset button to store the actual setting.

  All lighting adjustments can be loaded and saved as "*.m3l" files.  They
  contain compressed data and are not editable with a text editor.

  More functions are added in the 1.6 version, most should be self explaining
  or by tryout.  Look also at popups for short explanations.


==================
SAVING AND LOADING
==================

  The "*.m3i" files are including all calculated values, also the parameter
  and light settings.  Only the DoF effect will not be stored.

  The "*.m3p" files are parameters, which include the light adjustments.  They
  contain compressed data and are not editable with a text editor.

  Hint:  The program generates a directory "Mandelbulb3D" in the user's Local
         application data (AppData) folder, where the user defined presets are
         stored in.  Save the current parameter as "default.m3p" in the programs
         folder or in the program generated folder to load these settings on
         program startup automatically.

  You can save and load the parameters also as text to and from the clipboard:
    Loading:  Mark the text and press "Ctrl + C" to copy it to the clipboard.
              Then press the loading button "TXT".
     Saving:  Press the saving button "TXT" and insert it with "Ctrl + V"
              somewhere.

  When saving a downscaled image in the BMP, PNG or JPEG file format, a good
  antialiasing filter is performed before, to give a better result.  You can
  declare the JPEGs quality in the edit field, or, with a value greater
  than 100, you can specify the maximum filesize in kilobyte.  The maximum
  quality is then calculated automatically.

  The "*.m3f" files are the formula files.  They are in a readable and editable
  text file format.

  And "*.m3a" files hold the animation settings.  They contain compressed data
  and are not editable with a text editor.



==================
ANIMATION MAKER
==================

  I hope that most functions are self explaining, some hints are popping up when
  the cursor is over a button or an edit field.

  The base function is to insert key frames from the actual parameters of the main
  programs window or from the navigator.
  The images inbetween are calculated from the interpolated values.  Here you can
  define a smoothing factor for each keyframe, 0 leads to a linear interpolation
  to and from this keyframe, higher values gives a rounded, bezier like
  interpolation.  In the newer program versions you can only choose between linear
  and bezier interpolation.
  So with bezier, the original keyframe parameters must not be reached in all
  cases, instead the midpoint between two keyframes are passed over.
  With the preview you can get a good impression of the flight path, so check this
  before starting the ain rendering.

  If you want to change specific values of a single keyframe, insert the
  parameters of the keyframe to the main program with the button above the
  keyframe, then change the parameters and insert them again with the button
  below the keyframe to it. 

  Mostly all values, including lighting can be changed and will be interpolated.

  The "Start with index:" value is helpful, when a previous animation rendering
  was stopped.  The rendering starts with this image index, so look what the
  last image index was.  The "File index:" values have to be left as they were.

  Hint:  The length of the Output Folder name should not exceed 255 characters,
         any more than that will not be saved in the ".m3a" file.



====================
 C A U T I O N  ! !
====================

  The usage of the program is at own risk, I cannot give warranties of any kind.

  There are no restrictions in the useage of the program, but feel free to give
  a donation to  fractalforums.com  to keep the servers running!


===========
CHANGE LOG
===========

What is new in version 1.6.9.6:
  -  New hybrid type "DEcombinate" to combine formula 1 with an alternating
     hybrid of formulas 2 to 6.
  -  Option to disable the analytical distance estimation.
  -  2nd dyn. fog color and issue with navi and _ptree_tess formula solved.
  -  Formulas updated.

What was new in version 1.6.9.5:
  -  Some changes in the navi like presets for light and option to disable the
     f-key.
  -  Postprocessing function to calculate the normals on the z-buffer (beta).
     The FOV is not taken into account yet.
  -  New parameter in the hard shadow calculation to determine the maximum
     length of calculation.
  -  Reset button in the formula tab and more space for formula selection.
  -  Added formulas, plenty from Luca.

What was new in version 1.6.9:
  -  New parameter 'Stepwidth limiter' for reducing overstepping in worth cases.
  -  Option to calculate a 'left-eye' image for stereo rendering, also in
     animation rendering.
  -  Farplane in the navigator is set on parameters load, that's why 'Zend' is
     now bigger on program startup.
  -  New formulas 'CondItcountR' and 'Beth641'.
  -  Color range on negative scaled boxes changed to be more stable on zooms.
  -  Current parameters are stored to clipboard on program end, so if closed on
     fault you can restore the parameters with the 'Open TXT' button.
  -  Some minor issues solved.

What was new in version 1.6.8:
  -  Increased formula options for supporting 4d analytic formulas.
  -  New formulas added, including the Amazing Box in 4d, a 4d rotation and
     a MengerIFS that harmonizes with other formulas in hybrids.
  -  An option to calculate a fast 8x8 blocky image ('Calc-' button).
  -  Some changes in the lighting: gamma range from 0.5 to 2, option for the
     background light curve, background image can be used also nonspherical.
  -  More 2nd coloring options beside 'orbit trap', must be selected before the
     main calculation.
  -  Quick load of full light parameters plus option to not change the lights.
  -  Option for showing informations about selected formulas, if available.
  -  Sharpen parameter for downscaled output images.


What was new in version 1.6.7:
  -  Raymarching modified to speedup far distance stepping.  The optimal Raystep
     multiplier for each formula can change in comparison to previous program
     versions.  Please try out until the point where no overstepping occurs is
     found.      
  -  The DEAO ambient shadow function was modified and has 4 raycount options.
  -  New calculation option "First step random" to make overstepping and some
     banding artifacts more random and less obvious.
  -  Navigator option "HiQual" to reduce overstepping artifacts.
  -  Solved a bug in the Navigator walking options, reduces wild stepping inside. 
  -  Tried to decrease the color shifting while zooming in the object, though
     changing the maximum iteration count will still shift the colors.
     Because of this change, the colors are calculated different when loading
     older version parameters!
  -  The minimum and maximum iteration counts moved to the formula tab, if
     someone is missing them.
  -  Solved some issues with positional lights in combination with depth color,
     and with backward light visibility.
  -  "Recalculate a selection" option in the post processings, so you may reduce
     some overstepping artifacts later on, or to test some parameters on certain
     image parts to get good settings.
  -  New extern formula "TrafasselQuat" for some interesting quaternion varis.
  -  Post processing option to calculate only a part of the image.

What was new in version 1.6.6:
  -  Bugfix of sudden animation rendering stopping when frames are equal.
  -  Hard shadow calculation faster because of issue with raystep multiplier.
  -  New ambient shadow method based on distance estimates.
  -  New camera option rectilinear lense for straight lines.
  -  Benesi's formulas added for power bulb versions.

What was new in version 1.6.5:
  -  Removed issue of "jittering" artifact at high zooms in animations.
  -  Possibility to save the Z buffer as BMP or PNG image. (beta)
  -  Addon for the light adjustments to scale the "2nd reflection" strength.
  -  A possible speed increment relative to the previous version.

What was new in version 1.6.4:
  -  Undo/Redo also for the light settings.
  -  Visible positional lights.
  -  Animation output also as PNG or JPG file format.
  -  Some minor issues fixed.
  -  New extern formula added, based on Tglads mandbox with variable scale.
     (Hint:  Use small values for "Scale vary" like +/- 0.02)
  -  1.6.4.1 version fixes a bug with white pixels when smooth normals is on.

What was new in version 1.6.3:
  -  Batch rendering of M3P parameter to M3I files. 
  -  Ambient shadow calculation improved to reduce banding plus an additional AO
     function with 24 bit Z buffer usage and less memory comsumption on demand
     (still not final version).
  -  Basic PNG file support.
  -  Hard shadows are calculated to a longer maximum length, speed improvements.
  -  Issue solved with TXT load from clipboard with more than 3 or 4 formulas.
  -  A more general UNDO that stores complete parameter when starting a new calc.
  -  Usage of mousewheel in the navigator for zooming (stepping for-/backward)
     to mouse position in image.
  -  The storing folder for the M3i lighting parameters can now also be specified
     by clicking the 'INI DIRS' button.
  -  Corrected weights in the sorted DoF calculation function.

What was new in version 1.6.2:
  -  Fixed issues, mainly in the animation maker.
  -  The animation rendering can be paused.

What was new in version 1.6:
  -  Interpolated hybrid option.
  -  Positional lights.
  -  Hard shadow calculation for all lights.
  -  Dynamic Fog effect.
  -  More object coloring options.
  -  Many minor changes and bugfixes, improved lighting model.
  -  Background image support.

What was new in version 1.5:
  -  General alternating hybrid for all formulas.
  -  3D navigator and bulb rotating options.
  -  Some changes in the bulb coloring and added options. 
  -  The animation preview can be saved as animated GIF.

What was new in version 1.42:
  -  Fixed several minor issues.
  -  Bezier interpolation of animation subframes improved.
  -  Old-parameter parser now also for the 'TXT' in-/output format.
  -  Little improvement of the phong shading, still not perfect.
  -  One custom (extern) formula can be used in the alternating hybrid.
  -  Several asm optimations.
  -  Initial directories for saving and loading can be specified.
  -  Corrected lighting on cutting planes.

What was new in version 1.4:
  -  The Animation maker replaces the old, limited animation feature.
  -  Fast DE method for the amazing box formula.
  -  Some additional presets for color and quality.
  -  Additonal parameters in the calculation tab.
  -  Little changes to the Z-Buffer that influences the ambient shadow.
  -  z/r parameter for ambient shadow.
  -  A function for calculating "missing pixels" due to overstepping,
     after rendering (mouse cursor based).

What was new in version 1.3:
  -  Color cycling option.
  -  New folding hybrid formula.
  -  Slightly changed frequency response in the AA filter.
  -  Hard shadow gradient up to 100%.
  -  Offset option for the background shadow.
 
What was new in version 1.2.2:
  -  Bug fixes in the animation mode.
  -  New hybrid type of formula.
  -  Speed improvements, especially for the "Amazing Box" (was: "Super Cubes")
     with SSE2 (if available on computer).

What was new in version 1.2:
  -  Image downscaling, image saving as JPEG, antialiasing filter when
     saving downscaled images.
  -  Saving and loading parameter as text to and from clipboard.
  -  Julia mode.
  -  All integer powers from 2 to 8 are coded faster.
  -  "Bulbox" hybrid formula.
  -  Three presets to choose from, influencing the accuracy, image width
     and scale.
  -  The DEstop value can be choosen freely.
  -  Up to 4 lights with color option, saving and loading with preset buttons.
  -  Little histograms between the object-color sliders.
  -  Bug fixed that prevented the calculation of higher zoomings, now zoom
     factors of up to 1e13 should be possible.
  -  Throwing parameter or M3I files to the opened program will load them.

What was new in version 1.1:
  -  New options in "bad math" and in "supercubes" (was: cathedral) formulas.
  -  DEstop for supercubes is better scaled, instead of 15 now use 3 for example.
  -  Shadow based on DEcount is shown in the Lighting window and has better options.
  -  3D cutting and seperate color adjustment for the interior of the bulb.
  -  A BMP can be used for the Diffuse color on the normals.
  -  Parameter or M3I is loaded on startup, when throwing a file on the program icon.
  -  Filenames for saving are set according to loaded files.
  -  Some functions should be faster, so the supercubes.
  -  A better memory manager is used, good for very big renderings.  (Be aware
     that 1 pixel needs up to 32 Bytes memory consumption!)  
  -  The 3 buttons for mouse zooming+shifting can be disabled (click on the
     pushed button to bring all up) so that no image-click can happen by
     accident after 3D calculation.
  -  Changes to the edit fields now also have an effect when calculating 2D slices.



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REMARKS:
===========

  Because of newer functions there might always be changes in the displaying and
  calculation of older parameter or m3i files.