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10 | <title>OGRE Readme</title> |
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23 | <body bgcolor="#003300" dir="ltr" lang="en-US" link="#ffff00" text="#ccffcc"> |
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24 | |
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25 | <p class="header" align="center"><img style="width: 250px; height: 100px;" alt="Logo" src="ogre-logo.gif"></p> |
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26 | <p class="header" align="center">OGRE (Object-Oriented Graphics |
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27 | Rendering Engine)</p> |
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28 | |
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29 | <p class="header" align="center">Source Distribution README file</p> |
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30 | |
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31 | <p class="header" align="center"><a href="http://www.ogre3d.org/">http://www.ogre3d.org</a></p> |
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32 | |
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33 | <p class="mainheader" align="left">Summary</p> |
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34 | |
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35 | <p>OGRE (Object-Oriented Graphics Rendering Engine) is a |
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36 | scene-oriented, flexible 3D engine written in C++ designed to make it |
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37 | easier and more intuitive for developers to produce games and demos |
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38 | utilising 3D hardware. The class library abstracts all the details of |
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39 | using the underlying system libraries like Direct3D and OpenGL and |
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40 | provides an interface based on world objects and other intuitive |
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41 | classes. |
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42 | </p> |
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43 | |
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44 | <p>This distribution contains the full original source code for OGRE |
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45 | and is the most flexible way of obtaining the engine, although it |
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46 | does require you to build it yourself. For people who want a little |
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47 | more convenience, at the expense of a larger download and slightly |
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48 | less flexibility, there is also a precompiled SDK release available |
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49 | for some compilers.</p> |
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50 | |
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51 | <p class="mainheader" align="left">Index Of Contents</p> |
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52 | |
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53 | <p class="newsdate"><a href="ChangeLog.html">What's New?</a></p> |
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54 | |
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55 | <p>A summary of the new and altered features in this release. |
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56 | </p> |
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57 | |
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58 | <p class="newsdate"><a href="http://www.ogre3d.org/index.php?option=com_content&task=view&id=13&Itemid=62">Features</a></p> |
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59 | |
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60 | <p class="maincontent">A summary of OGRE's main features.</p> |
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61 | |
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62 | <p class="newsdate"><a href="Readme/ReadMe_Building.html">Building |
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63 | the core OGRE libraries</a></p> |
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64 | |
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65 | <p class="maincontent">This section covers building the libraries and |
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66 | plugins which make up the core OGRE system.</p> |
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67 | |
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68 | <p class="newsdate"><a href="manual/index.html">The OGRE Manual</a></p> |
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69 | |
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70 | <p>A descriptive reference to the major parts of the engine such as |
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71 | scripts. |
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72 | </p> |
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73 | |
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74 | <p class="newsdate"><a href="api/html/index.html">API Reference</a></p> |
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75 | |
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76 | <p class="maincontent">The full OGRE API documentation, as generated |
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77 | from the (heavily!) commented source.</p> |
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78 | <a style="font-weight: bold;" href="http://www.ogre3d.org/wiki">The OGRE |
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79 | Wiki</a> |
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80 | <p>A gold mine of tutorials, tips and code snippets which will help |
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81 | you get up to speed with the engine.</p> |
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82 | |
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83 | <p>If you are running on Linux, please also see the <a href="README.linux">Linux |
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84 | README</a> which will also assist you in Linux-specific issues. If |
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85 | you are running Mac OSX, read the <a href="README_MacOSX.txt">Mac |
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86 | README</a>. |
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87 | </p> |
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88 | |
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89 | <p class="mainheader" align="left">Contributing</p> |
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90 | |
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91 | <p align="left">We welcome all contributions to OGRE, be that new |
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92 | plugins, bugfixes, extensions, tutorials, documentation, example |
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93 | applications, artwork or pretty much anything else! If you would like |
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94 | to contribute to the development of OGRE, please read the <a href="ContributorLicenseAgreement.html">Contributor |
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95 | License Agreement</a>, and then contact Steve Streeting at |
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96 | <a href="steve@ogre3d.org">sinbad@ogre3d.org</a> if you agree with the |
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97 | terms. You can also submit patches against the CVS version, go the |
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98 | the <a href="http://www.ogre3d.org/">web site </a>and click on the |
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99 | 'Developers' link.</p> |
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100 | |
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101 | <p class="mainheader" align="left">Keeping Up To Date</p> |
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102 | |
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103 | <p align="left">The best place to keep up to date with developments on |
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104 | OGRE is the <a href="http://www.ogre3d.org/">Official Web Site</a>. |
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105 | From there you can download the latest source code and documentation. |
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106 | You can choose between keeping bang up to date with CVS (Concurrent |
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107 | Versioning System) or by just getting the regularly released |
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108 | snapshots.</p> |
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109 | |
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110 | <p align="left">The changes included in this current version can be |
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111 | viewed on the <a href="ChangeLog.html">ChangeLog</a>. |
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112 | </p> |
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113 | |
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114 | <p class="mainheader" align="left">Getting Support</p> |
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115 | |
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116 | <p align="left">Please use our extensive forums if you need help or |
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117 | think you may have found a bug. Go to the <a href="http://ogre.sf.net/">main |
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118 | web site</a> and click on the Forums link.</p> |
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119 | |
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120 | <p class="mainheader" align="left">Licensing</p> |
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121 | |
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122 | <p>OGRE is distributed as free software under the GNU Lesser General |
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123 | Public License (see <a href="License.html">License.html</a>). In |
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124 | summary this means that you can use OGRE for any purpose, provided |
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125 | that if you make changes to OGRE itself, you must release the changes |
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126 | back into into the public domain under the LGPL and make it clear |
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127 | where you have made the changes. Your own application can be |
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128 | distributed under any license you like. Note that in the case of |
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129 | OGRE, inlining and macros in headers are used purely for performance |
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130 | or platform independence reasons, and including any of OGRE's headers |
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131 | in your projects does not result in a derived work. |
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132 | </p> |
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133 | |
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134 | <p>This program is distributed in the hope that it will be useful, |
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135 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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136 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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137 | Lesser General Public License for more details.</p> |
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138 | |
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139 | <p>You should have received a copy of the GNU Lesser General Public |
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140 | License along with this program; if not, write to the Free Software |
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141 | Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, |
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142 | USA, or go to <a href="http://www.gnu.org/copyleft/lesser.txt">http://www.gnu.org/copyleft/lesser.txt</a>.</p> |
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143 | |
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144 | <p>In addition, if you use Ogre it would be nice if you displayed the |
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145 | Ogre logo somewhere in your application (start up or shutdown) for a |
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146 | minimum of 2 seconds. This splash-screen is displayed on the standard |
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147 | Ogre configuration dialog anyway, so if you use that you don't need |
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148 | to do anything extra. The logo is included in the download archive as |
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149 | Examples\Resources\ogrelogo.png.</p> |
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150 | <p class="mainheader" align="left">Acknowledgements</p> |
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151 | |
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152 | <p>The authors wish to credit the following for their work which is |
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153 | used in whole or in part in OGRE:</p> |
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154 | |
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155 | <p>Artwork:</p> |
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156 | |
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157 | <ul> |
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158 | |
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159 | <li> |
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160 | <p style="margin-bottom: 0cm;">Matt Anderson at |
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161 | <a href="http://www.The3dStudio.com/">www.The3dStudio.com</a> who |
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162 | kindly gave permission for the use of some textures. These textures are used with permission of |
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163 | <a href="http://www.the3dstudio.com/">www.The3dStudio.com</a> and may |
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164 | not be re-distributed, sold, or given away except in the form of |
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165 | rendered images, animations, or real time 3D applications when credit |
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166 | is given to <a href="http://www.the3dstudio.com/">www.The3dStudio.com</a>.</p> |
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167 | |
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168 | </li> |
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169 | <li> |
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170 | <p style="margin-bottom: 0cm;">Jonathan Clark at |
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171 | <a href="http://www.jonathanclark.com/">http://www.jonathanclark.com</a> |
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172 | for some Golgotha textures thet were released to the public domain.</p> |
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173 | |
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174 | </li> |
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175 | <li> |
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176 | <p style="margin-bottom: 0cm;">The 'Raptor Assault Gunboat' mesh |
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177 | & texture are © 2002 by Adrian 'cearny' Cearnau.</p> |
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178 | |
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179 | </li> |
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180 | <li> |
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181 | <p style="margin-bottom: 0cm;">The robot andn ninja mesh and |
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182 | animation are by <a href="http://www.psionic3d.co.uk/">Psionic</a>, |
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183 | kindly made available from the <a href="http://www.insanesoftware.de/">CharacterFX</a> |
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184 | site</p> |
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185 | |
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186 | </li> |
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187 | <li> |
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188 | <p style="margin-bottom: 0cm;">The 'Razor 2' mesh is by Dennis |
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189 | Verbeek</p> |
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190 | |
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191 | </li> |
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192 | <li> |
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193 | <p style="margin-bottom: 0cm;">Skyboxes in cubemapJS.zip are |
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194 | ©<a href="http://www.schlorb.com/">Johannes Schlorb</a>, used |
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195 | with permission. |
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196 | </p> |
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197 | |
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198 | </li> |
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199 | <li> |
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200 | <p>Grass texture is courtesy of Mathias 'freezer' Walc</p> |
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201 | </li> |
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202 | <li> |
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203 | <p>The 'Han Solo' TrueType font is © 2000 by Iconian Fonts - |
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204 | Daniel Zadorozny. This font may be freely distributed and is free for |
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205 | all non-commercial uses. This font is e-mailware; that is, if you |
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206 | like it, please e-mail the author at: <a href="mailto:iconian@aol.com">iconian@aol.com</a>.</p> |
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207 | </li> |
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208 | <li>facial.mesh (Dr Bunsen) is provided courtesy of Avid Technology, Inc.<br> |
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209 | © 2004 Avid Technology, Inc. All rights |
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210 | reserved. Avid is either a registered trademark or trademark of Avid |
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211 | Technology, Inc. in the United States and/or other countries. |
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212 | </li> |
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213 | </ul> |
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214 | |
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215 | <p>Included as source (modified as appropriate), and credited |
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216 | appropriately in the source files affected:</p> |
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217 | |
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218 | <ul> |
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219 | |
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220 | <li> |
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221 | <p style="margin-bottom: 0cm;">Many of the maths/spatial routines |
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222 | are inspired by Dr D.H. Eberley, adapted from the 'free' parts of |
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223 | the Wild Magic engine 0.2 source provided with his book "3D |
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224 | Engine Design" (<a href="http://www.geometrictools.com/">http://www.geometrictools.com/</a>)</p> |
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225 | |
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226 | </li> |
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227 | <li> |
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228 | <p style="margin-bottom: 0cm;">Quake3 loading routines used a lot |
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229 | of information gleaned from <a href="http://www.planetquake.com/aftershock/">Aftershock</a> |
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230 | and <a href="http://strony.poland.com/bsekura/">Bart Sekura's ROGL</a></p> |
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231 | |
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232 | </li> |
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233 | <li> |
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234 | <p style="margin-bottom: 0cm;">Singleton template class is © |
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235 | Scott Bilas 2000 from Game Programming Gems |
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236 | </p> |
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237 | |
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238 | </li> |
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239 | <li> |
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240 | <p>Memory manager is based on MMGR © Paul Nettle at <a href="www.fluidstudios.com">Fluid |
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241 | Studios</a></p> |
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242 | |
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243 | </li> |
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244 | </ul> |
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245 | |
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246 | <p>Source not modified, but linked in as part of the complete OGRE |
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247 | system:</p> |
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248 | |
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249 | <ul> |
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250 | |
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251 | <li> |
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252 | <p style="margin-bottom: 0cm;">Compression is courtesy of the |
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253 | zlib compression library © 1995-1998 Jean-loup Gailly and Mark |
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254 | Adler (<a href="http://www.gzip.org/zlib">http://www.gzip.org/zlib</a>)</p> |
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255 | |
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256 | </li> |
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257 | <li> |
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258 | <p style="margin-bottom: 0cm;">Default image codecs are provided |
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259 | by <a href="http://openil.sourceforge.net/">DevIL</a>. |
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260 | </p> |
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261 | |
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262 | </li> |
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263 | <li> |
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264 | <p style="margin-bottom: 0cm;">ZIP archive support is provided by |
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265 | <a href="http://zziplib.sourceforge.net/">zziplib</a>.</p> |
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266 | |
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267 | </li> |
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268 | <li> |
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269 | <p style="margin-bottom: 0cm;">Interactive GUI support is by |
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270 | <a href="http://www.cegui.org.uk/">Crazy Eddies GUI</a>.</p> |
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271 | |
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272 | </li> |
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273 | <li> |
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274 | <p style="margin-bottom: 0cm;">SDL is © (too many to list!) |
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275 | (<a href="http://www.libsdl.org/">http://www.libsdl.org</a>)</p> |
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276 | |
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277 | </li> |
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278 | <li> |
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279 | <p style="margin-bottom: 0cm;">Freetype2 is © The Freetype |
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280 | Team (<a href="http://www.freetype.org/">http://www.freetype.org</a>)</p> |
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281 | |
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282 | </li> |
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283 | <li> |
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284 | <p>ODE is © Russel Smith (<a href="http://q12.org/ode/">http://q12.org/ode/</a>)</p> |
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285 | |
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286 | </li> |
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287 | </ul> |
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288 | |
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289 | <p>Standalone tools used:</p> |
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290 | |
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291 | <ul> |
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292 | |
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293 | <li> |
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294 | <p style="margin-bottom: 0cm;">Document generation from C++ |
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295 | source code is by Doxygen © Dimitri van Heesch |
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296 | (<a href="http://www.doxygen.org/">http://www.doxygen.org</a>)</p> |
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297 | |
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298 | </li> |
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299 | <li> |
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300 | <p>Milkshape3D for modelling & exporting |
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301 | (<a href="http://www.milkshape3d.com/">http://www.milkshape3d.com</a>)</p> |
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302 | |
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303 | </li> |
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304 | </ul> |
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305 | |
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306 | <p>And I'd also like to thank the following just for inspiration, |
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307 | ideas, and pretty much anything else:</p> |
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308 | |
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309 | <ul> |
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310 | |
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311 | <li> |
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312 | <p style="margin-bottom: 0cm;">Scott Meyers for his superb |
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313 | 'Effective C++' series</p> |
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314 | |
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315 | </li> |
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316 | <li> |
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317 | <p style="margin-bottom: 0cm;">Everybody who has ever written for |
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318 | Game Developer magazine, but particularly Chris Hecker and Jeff |
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319 | Lander whose work is consistently enlightening</p> |
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320 | |
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321 | </li> |
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322 | <li> |
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323 | <p style="margin-bottom: 0cm;">Michael Abrash for his 'Zen' books |
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324 | which inspired me to try graphics programming in the first place</p> |
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325 | |
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326 | </li> |
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327 | <li> |
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328 | <p style="margin-bottom: 0cm;">Everybody at SourceForge and VA |
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329 | Linux for providing <b>fantastic</b> facilities for developers with |
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330 | modest budgets</p> |
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331 | |
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332 | </li> |
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333 | <li> |
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334 | <p style="margin-bottom: 0cm;">Scott Adams (Dilbert) for |
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335 | providing a humourous distraction when I've had enough for the day<br> |
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336 | </p> |
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337 | </li> |
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338 | </ul> |
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339 | <ul> |
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340 | <li> |
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341 | <p>My wife Marie for putting up with all this!</p> |
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342 | |
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343 | </li> |
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344 | </ul> |
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345 | |
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346 | <p>Copyright © 2006 by The OGRE Team |
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347 | <script> |
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348 | <!--//hide script from old browsers |
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349 | document.write( "Last modified "+ document.lastModified ); |
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350 | //end hiding contents --> |
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351 | </script></p> |
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352 | |
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353 | </body> |
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354 | </html> |
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