[950] | 1 | IBRBillboardCloudTreeGenerator
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[967] | 2 | ==============================
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[950] | 3 | The IBR Billboard Cloud Tree Generator provides a set of tools creating and preview tree 3d
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| 4 | models for being used in real-time applications. The generated tree is thus represented by a
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| 5 | set of billboards, called billboard cloud. The tool is placed in /GTP/Lib/Illum/IBRBillboardCloud/OGRE.
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| 6 |
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| 7 | For more detailed information check the user manual placed in /GTP/Lib/Illum/IBRBillboardCloud/OGRE/doc.
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| 8 |
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| 9 | Changes since 29/04/2006:
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| 10 | =========================
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| 11 |
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| 12 | - Collada exporter. Exports the billboard cloud to XML/DAE Collada file format. Check the /GTP/App/Illum/IBRBillboardCloud/3dsmax. There is a .max sample file that contains a generated tree using indirect texturing shaders, exported with Collada exporter.
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| 13 |
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| 14 | Run-time hardware Requeriments:
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| 15 | ===============================
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| 16 |
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| 17 | Recommended configuration:
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| 18 | -Pentium 4 or equivalent AMD at 2GHz or more.
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| 19 | -Graphic card Vertex Shader 3.0/Pixel Shader 3.0 Compatible
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| 20 | -RAM 1GB
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| 21 | -DirectX 9c / OpenGL
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| 22 |
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| 23 | Required configuration:
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| 24 | -Pentium 4 or equivalent AMD at 1GHz or more.
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| 25 | -Graphic card Vertex Shader 2.0/Pixel Shader 2.0 Compatible
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| 26 | -RAM 512MB
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| 27 | -DirectX 9c / OpenGL
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| 28 |
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| 29 | Required dependencies:
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| 30 | ======================
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| 31 |
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| 32 | The IBR Billboard Cloud Tree Generator core depends on several other
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| 33 | libraries that you will need install, if they're not already present
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| 34 | on your system. The most typical libraries you may need to install
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| 35 | are:
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| 36 |
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| 37 | * Ogre3D
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| 38 | * Boost
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[958] | 39 | * FCollada
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[950] | 40 |
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| 41 | Optionally:
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| 42 |
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| 43 | * OpenEXR
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| 44 | * ImageDebugger
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| 45 |
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| 46 |
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| 47 | Folders Structure:
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| 48 | ==================
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| 49 |
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| 50 | Runtime folders:
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| 51 |
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| 52 | /bin/Release
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| 53 | /bin/Debug
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| 54 |
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| 55 | - These folders contain the release / debug IBRBillboardCloudTreeGenerator.
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| 56 | You should use the realease version. Only if you find out a bug use the debug
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| 57 | version to report it.
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| 58 |
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| 59 | Documentation folders:
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| 60 |
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| 61 | /doc/userManual
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| 62 | /doc/devManual
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| 63 |
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| 64 | - The user manual cover all the features available in the IBR Billboard Cloud Tree Generator.
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| 65 | - The developer manual it is basically a doxygen documentationn of the IBR Billboard Cloud
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| 66 | Tree Generator Core, this documentation will useful if you want to extend the application
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| 67 | in some specific ways.
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| 68 |
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| 69 | Media folders:
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| 70 |
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| 71 | /media
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| 72 | /media/general
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| 73 | /media/chestnut/leaves
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| 74 |
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| 75 | - The media folder is the default folder where you will find the media used by the
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| 76 | IBR Billboard Cloud Tree Generator. This include the shaders, textures, Ogre3D materials, ...
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| 77 | - The default shaders used are placed in media/general.
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| 78 | - There is a sample tree placed in media/chestnut. The more important file from this sample
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| 79 | tree is the configuration file (sampleChestnutLeaves.cfg) placed in /media/chestnut/leaves. This
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| 80 | configuration file must be used when you run the IBR Billboard Cloud Tree Generator, for this sample.
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| 81 |
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| 82 | Source code folders:
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| 83 |
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| 84 | /include
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| 85 | /src
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| 86 | /scripts
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| 87 |
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| 88 | Temporary folders:
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| 89 |
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| 90 | /misc
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| 91 | /obj
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| 92 |
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| 93 |
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| 94 | Compilation instructions:
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| 95 | =========================
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| 96 |
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| 97 | Note: There is a preprocessor flag /D "TIXML_USE_STL" used in order to use the correct tinyXML STL version |
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