IBRBillboardCloudTreeGenerator ------------------------------ Run-time hardware Requeriments: =============================== Recommended configuration: -Pentium 4 or equivalent AMD at 2GHz or more. -Graphic card Vertex Shader 3.0/Pixel Shader 3.0 Compatible -RAM 1GB -DirectX 9c / OpenGL Required configuration: -Pentium 4 or equivalent AMD at 1GHz or more. -Graphic card Vertex Shader 2.0/Pixel Shader 2.0 Compatible -RAM 512MB -DirectX 9c / OpenGL - The IBR Billboard Cloud Tree Generator has been tested succesfully with this configurations: OpenGL - GLSL ---- ATI 9700 Mobility OpenGL - Cg ---- ATI 9700 Mobility Direct3D - Cg ---- ATI 9700 Mobility Direct3D - HLSL ---- ATI 9700 Mobility OpenGL - GLSL ---- NVIDIA Quadro FX 4500 / NVIDIA 7800 GT OpenGL - Cg ---- NVIDIA Quadro FX 4500 / NVIDIA 7800 GT Direct3D - Cg ---- NVIDIA Quadro FX 4500 / NVIDIA 7800 GT Direct3D - HLSL ---- NVIDIA Quadro FX 4500 / NVIDIA 7800 GT Required dependencies: ====================== The IBR Billboard Cloud Tree Generator core depends on several other libraries that you will need install, if they're not already present on your system. The most typical libraries you may need to install are: * Ogre3D * Boost Optionally: * OpenEXR * ImageDebugger Folders Structure: ================== Runtime folders: /bin/Release /bin/Debug - These folders contain the release / debug IBRBillboardCloudTreeGenerator. You should use the realease version. Only if you find out a bug use the debug version to report it. Documentation folders: /doc/userManual /doc/devManual - The user manual cover all the features available in the IBR Billboard Cloud Tree Generator. - The developer manual it is basically a doxygen documentationn of the IBR Billboard Cloud Tree Generator Core, this documentation will useful if you want to extend the application in some specific ways. Media folders: /media /media/general /media/chestnut/leaves - The media folder is the default folder where you will find the media used by the IBR Billboard Cloud Tree Generator. This include the shaders, textures, Ogre3D materials, ... - The default shaders used are placed in media/general. - There is a sample tree placed in media/chestnut. The more important file from this sample tree is the configuration file (sampleChestnutLeaves.cfg) placed in /media/chestnut/leaves. This configuration file must be used when you run the IBR Billboard Cloud Tree Generator, for this sample. Source code folders: /include /src /scripts Temporary folders: /misc /obj Compilation instructions: ========================= Note: There is a preprocessor flag /D "TIXML_USE_STL" used in order to use the correct tinyXML STL version