1 | IBRBillboardCloudTreeGenerator
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2 | ==============================
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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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39 | * FCollada
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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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