Basic Algorithm:
---------------
1. Corresponding points in the two images are selected (eg, tip of nose).
   Call these points (x0, y0) and (x1, y1) a point pair.
   The appropriate (usually different) texture coordinates for *each* image
   are stored with the point pair.  ie, there are two sets of texture
   coordinates for each point pair.

2. Let the 'morphing parameter' be t, ranging from 0.0 to 1.0

3. Then (x,y) = t*(x0,y0) + (1.0-t)*(x1,y1)

4. The two images are drawn, with all points at the appropriate (x,y) as
   calculated above, and using their original texture coordinates.

5. The two images are blended with image #1 given weight 1-t, and image #2
   given weight t.


medit:
------
The program medit is used to choose corresponding points in the two images,
and to manually triangulate the images using the corresponding points as
verticies.  'medit' is fairly primitive, but it does the job.

'medit -h' will tell how to invoke the command.
To examine the points and verts being used now, use
'medit -p ed.ppm -p tj.ppm -v ed_tj.v -t ed_tj.t -m 5'

-m controls the magnification factor.  This factor is used only while editing
to "blow up" the images.  You can set it to any positive integer.

Once the program is started, type 'h' at the command line for a list of
commands.

Once a command is started, you can typically keep on repeating it until
you hit the space bar while the mouse is over the *image* window.

The 'q' command quits, rewriting the '-v' and '-t' files.

The first time you use medit with new images, you will have to create
empty .v and .t files before starting the program.

Both images must be the same size -- you can use a program such as 'xv'
to resize, crop, etc. the images beforehand if necessary.

Files, medit2c
--------------
medit produces a vertex file and a triangle file.  The vertex file gives
the coordinates in image #1 and in image #2 for each pair of verticies.
The triangle file gives the 3 vertex #'s for each triangle.

The program 'medit2c' will take triangle, vertex, and image files as input,
and produce 'C' code as output.  Type 'medit2c -h' for info on invoking it.

In the case of medit2c, the '-m' option is important.  It is a factor by
which the vertex positions are multiplied.  Since the U64 uses integral
vertex coordinates, it is a bad idea to do interpolation between values
which are small, because quantization will occur.  Thus, a scale factor
greater than one is often useful.

'medit2c' produces two C output files.   One contains the actual texture
data and is intended for inclusion in a static segment.  The other contains
various coordinates, etc. and is intended for inclusion in a code segment.
The code-segment file makes use of definitions in <ultra64.h>, and so must
be #included in another file which #includes's <ultra64.h>.

morphfaces
----------
The morphfaces program makes use of the arrays produced by 'medit2c' to
do the actual morphing.  If you stare at the code long enough you can probably
understand what's going on.

The first face is rendered with an alpha of 255, then the 2nd face is
rendered with an alpha value of 255*(1.0-t), using the translucent rendering
mode.  So the rendering is really done in two passes over the frame buffer.

There are a few interesting #defines in morphfaces.h.  In particular, you
can control whether a 16-bit or 32-bit framebuffer is used.


Misc stuff
----------
1. The files aux.h and libaux.a are needed to compile 'medit'.  They are
   just the the 'auxlib' files described in the 'Red' Addison-Wesley OpenGL
   book.  You can get the entire source to the library by FTP.



