source: OGRE/trunk/ogrenew/Docs/ReadMe.html @ 657

Revision 657, 11.1 KB checked in by mattausch, 18 years ago (diff)

added ogre dependencies and patched ogre sources

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13<P CLASS="header" ALIGN=CENTER>OGRE (Object-Oriented Graphics
14Rendering Engine)</P>
15<P CLASS="header" ALIGN=CENTER>Source Distribution README file</P>
16<P CLASS="header" ALIGN=CENTER><A HREF="http://www.ogre3d.org/">http://www.ogre3d.org</A></P>
17<P CLASS="mainheader" ALIGN=LEFT>Summary</P>
18<P>OGRE (Object-Oriented Graphics Rendering Engine) is a
19scene-oriented, flexible 3D engine written in C++ designed to make it
20easier and more intuitive for developers to produce games and demos
21utilising 3D hardware. The class library abstracts all the details of
22using the underlying system libraries like Direct3D and OpenGL and
23provides an interface based on world objects and other intuitive
24classes.
25</P>
26<P>This distribution contains the full original source code for OGRE
27and is the most flexible way of obtaining the engine, although it
28does require you to build it yourself. For people who want a little
29more convenience, at the expense of a larger download and slightly
30less flexibility, there is also a precompiled SDK release available
31for some compilers.</P>
32<P CLASS="mainheader" ALIGN=LEFT>Index Of Contents</P>
33<P CLASS="newsdate"><A HREF="ChangeLog.html">What's New?</A></P>
34<P>A summary of the new and altered features in this release.
35</P>
36<P CLASS="newsdate"><A HREF="Readme/Readme_Features.html">Features</A></P>
37<P CLASS="maincontent">A summary of OGRE's main features.</P>
38<P CLASS="newsdate"><A HREF="Readme/ReadMe_Building.html">Building
39the core OGRE libraries</A></P>
40<P CLASS="maincontent">This section covers building the libraries and
41plugins which make up the core OGRE system.</P>
42<P CLASS="newsdate"><A HREF="manual/index.html">The OGRE Manual</A></P>
43<P>A descriptive reference to the major parts of the engine such as
44scripts.
45</P>
46<P CLASS="newsdate"><A HREF="api/html/index.html">API Reference</A></P>
47<P CLASS="maincontent">The full OGRE API documentation, as generated
48from the (heavily!) commented source.</P>
49<P CLASS="newsdate"><A HREF="FAQ.html">Frequently Asked Questions</A></P>
50<P CLASS="maincontent">If you're having problems, please consult the
51FAQ before asking the authors or posting in the forums.</P>
52<P CLASS="newsdate"><A HREF="http://www.ogre3d.org/wiki">The OGRE
53Wiki</A></P>
54<P>A gold mine of tutorials, tips and code snippets which will help
55you get up to speed with the engine.</P>
56<P>If you are running on Linux, please also see the <A HREF="README.linux">Linux
57README</A> which will also assist you in Linux-specific issues. If
58you are running Mac OSX, read the <A HREF="README_MacOSX.txt">Mac
59README</A>.
60</P>
61<P CLASS="mainheader" ALIGN=LEFT>Contributing</P>
62<P ALIGN=LEFT>We welcome all contributions to OGRE, be that new
63plugins, bugfixes, extensions, tutorials, documentation, example
64applications, artwork or pretty much anything else! If you would like
65to contribute to the development of OGRE, please read the <A HREF="ContributorLicenseAgreement.html">Contributor
66License Agreement</A>, and then contact Steve Streeting at
67<A HREF="steve@ogre3d.org">steve@ogre3d.org</A> if you agree with the
68terms. You can also submit patches against the CVS version, go the
69the <A HREF="http://www.ogre3d.org/">web site </A>and click on the
70'Submit a Patch' link.</P>
71<P CLASS="mainheader" ALIGN=LEFT>Keeping Up To Date</P>
72<P ALIGN=LEFT>The best place to keep up to date with developments on
73OGRE is the <A HREF="http://www.ogre3d.org/">Official Web Site</A>.
74From there you can download the latest source code and documentation.
75You can choose between keeping bang up to date with CVS (Concurrent
76Versioning System) or by just getting the regularly released
77snapshots.</P>
78<P ALIGN=LEFT>The changes included in this current version can be
79viewed on the <A HREF="ChangeLog.html">ChangeLog</A>.
80</P>
81<P CLASS="mainheader" ALIGN=LEFT>Getting Support</P>
82<P ALIGN=LEFT>Please use our extensive forums if you need help or
83think you may have found a bug. Go to the <A HREF="http://ogre.sf.net/">main
84web site</A> and click on the Forums link.</P>
85<P CLASS="mainheader" ALIGN=LEFT>Licensing</P>
86<P>OGRE is distributed as free software under the GNU Lesser General
87Public License (see <A HREF="License.html">License.html</A>). In
88summary this means that you can use OGRE for any purpose, provided
89that if you make changes to OGRE itself, you must release the changes
90back into into the public domain under the LGPL and make it clear
91where you have made the changes. Your own application can be
92distributed under any license you like. Note that in the case of
93OGRE, inlining and macros in headers are used purely for performance
94or platform independence reasons, and including any of OGRE's headers
95in your projects does not result in a derived work.
96</P>
97<P>This program is distributed in the hope that it will be useful,
98but WITHOUT ANY WARRANTY; without even the implied warranty of
99MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
100Lesser General Public License for more details.</P>
101<P>You should have received a copy of the GNU Lesser General Public
102License along with this program; if not, write to the Free Software
103Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
104USA, or go to <A HREF="http://www.gnu.org/copyleft/lesser.txt">http://www.gnu.org/copyleft/lesser.txt</A>.</P>
105<P>In addition, if you use Ogre it would be nice if you displayed the
106Ogre logo somewhere in your application (start up or shutdown) for a
107minimum of 2 seconds. This splash-screen is displayed on the standard
108Ogre configuration dialog anyway, so if you use that you don't need
109to do anything extra. The logo is included in the download archive as
110Examples\Resources\ogrelogo.png.</P>
111<P>Some textures distrubuted with Ogre are used with permission of
112<A HREF="http://www.The3dStudio.com/">www.The3dStudio.com</A> and may
113not be re-distributed, sold, or given away except in the form of
114rendered images, animations, or real time 3D applications when credit
115is given to <A HREF="http://www.The3dStudio.com/">www.The3dStudio.com</A>.</P>
116<P>The 'Han Solo' TrueType font is &copy; 2000 by Iconian Fonts -
117Daniel Zadorozny. This font may be freely distributed and is free for
118all non-commercial uses. This font is e-mailware; that is, if you
119like it, please e-mail the author at: <A HREF="mailto:iconian@aol.com">iconian@aol.com</A>.</P>
120<P CLASS="mainheader" ALIGN=LEFT>Acknowledgements</P>
121<P>The authors wish to credit the following for their work which is
122used in whole or in part in OGRE:</P>
123<P>Artwork:</P>
124<UL>
125        <LI><P STYLE="margin-bottom: 0cm">Matt Anderson at
126        <A HREF="http://www.The3dStudio.com/">www.The3dStudio.com</A> who
127        kindly gave permission for the use of some textures</P>
128        <LI><P STYLE="margin-bottom: 0cm">Jonathan Clark at
129        <A HREF="http://www.jonathanclark.com/">http://www.jonathanclark.com</A>
130        for some Golgotha textures thet were released to the public domain.</P>
131        <LI><P STYLE="margin-bottom: 0cm">The 'Raptor Assault Gunboat' mesh
132        &amp; texture are &copy; 2002 by Adrian 'cearny' Cearnau.</P>
133        <LI><P STYLE="margin-bottom: 0cm">The robot andn ninja mesh and
134        animation are by <A HREF="http://www.psionic3d.co.uk/">Psionic</A>,
135        kindly made available from the <A HREF="http://www.insanesoftware.de/">CharacterFX</A>
136        site</P>
137        <LI><P STYLE="margin-bottom: 0cm">The 'Razor 2' mesh is by Dennis
138        Verbeek</P>
139        <LI><P STYLE="margin-bottom: 0cm">Skyboxes in cubemapJS.zip are
140        &copy;<A HREF="http://www.schlorb.com/">Johannes Schlorb</A>, used
141        with permission.
142        </P>
143        <LI><P>Grass texture is courtesy of Mathias 'freezer' Walch</P>
144</UL>
145<P>Included as source (modified as appropriate), and credited
146appropriately in the source files affected:</P>
147<UL>
148        <LI><P STYLE="margin-bottom: 0cm">Many of the maths/spatial routines
149        are inspired by Dr D.H. Eberley, adapted from the 'free' parts of
150        the Wild Magic engine 0.2 source provided with his book &quot;3D
151        Engine Design&quot; (<A HREF="http://www.wild-magic.com/">http://www.wild-magic.com/</A>)</P>
152        <LI><P STYLE="margin-bottom: 0cm">Quake3 loading routines used a lot
153        of information gleaned from <A HREF="http://www.planetquake.com/aftershock/">Aftershock</A>
154        and <A HREF="http://strony.poland.com/bsekura/">Bart Sekura's ROGL</A></P>
155        <LI><P STYLE="margin-bottom: 0cm">Singleton template class is &copy;
156        Scott Bilas 2000 from Game Programming Gems
157        </P>
158        <LI><P>Memory manager is based on MMGR &copy; Paul Nettle at <A HREF="www.fluidstudios.com">Fluid
159        Studios</A></P>
160</UL>
161<P>Source not modified, but linked in as part of the complete OGRE
162system:</P>
163<UL>
164        <LI><P STYLE="margin-bottom: 0cm">Compression is courtesy of the
165        zlib compression library &copy; 1995-1998 Jean-loup Gailly and Mark
166        Adler (<A HREF="http://www.gzip.org/zlib">http://www.gzip.org/zlib</A>)</P>
167        <LI><P STYLE="margin-bottom: 0cm">Default image codecs are provided
168        by <A HREF="http://openil.sourceforge.net/">DevIL</A>.
169        </P>
170        <LI><P STYLE="margin-bottom: 0cm">ZIP archive support is provided by
171        <A HREF="http://zziplib.sourceforge.net/">zziplib</A>.</P>
172        <LI><P STYLE="margin-bottom: 0cm">Interactive GUI support is by
173        <A HREF="http://www.cegui.org.uk/">Crazy Eddies GUI</A>.</P>
174        <LI><P STYLE="margin-bottom: 0cm">SDL is &copy; (too many to list!)
175        (<A HREF="http://www.libsdl.org/">http://www.libsdl.org</A>)</P>
176        <LI><P STYLE="margin-bottom: 0cm">Freetype2 is &copy; The Freetype
177        Team (<A HREF="http://www.freetype.org/">http://www.freetype.org</A>)</P>
178        <LI><P>ODE is &copy; Russel Smith (<A HREF="http://q12.org/ode/">http://q12.org/ode/</A>)</P>
179</UL>
180<P>Standalone tools used:</P>
181<UL>
182        <LI><P STYLE="margin-bottom: 0cm">Document generation from C++
183        source code is by Doxygen &copy; Dimitri van Heesch
184        (<A HREF="http://www.doxygen.org/">http://www.doxygen.org</A>)</P>
185        <LI><P>Milkshape3D for modelling &amp; exporting
186        (<A HREF="http://www.milkshape3d.com/">http://www.milkshape3d.com</A>)</P>
187</UL>
188<P>And I'd also like to thank the following just for inspiration,
189ideas, and pretty much anything else:</P>
190<UL>
191        <LI><P STYLE="margin-bottom: 0cm">Scott Meyers for his superb
192        'Effective C++' series</P>
193        <LI><P STYLE="margin-bottom: 0cm">Everybody who has ever written for
194        Game Developer magazine, but particularly Chris Hecker and Jeff
195        Lander whose work is consistently enlightening</P>
196        <LI><P STYLE="margin-bottom: 0cm">Michael Abrash for his 'Zen' books
197        which inspired me to try graphics programming in the first place</P>
198        <LI><P STYLE="margin-bottom: 0cm">Everybody at SourceForge and VA
199        Linux for providing <B>fantastic</B> facilities for developers with
200        modest budgets</P>
201        <LI><P STYLE="margin-bottom: 0cm">Scott Adams (Dilbert) for
202        providing a humourous distraction when I've had enough for the day</P>
203        <LI><P>My wife Marie for putting up with all this!</P>
204</UL>
205<P>Copyright &copy; 2005 by The OGRE Team<SCRIPT>
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