source: OGRE/trunk/ogrenew/SDK/Win32/docs/ReadMe.html @ 657

Revision 657, 11.5 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

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14<p class="header" align="center">OGRE (Object-Oriented Graphics
15Rendering Engine)</p>
16<p class="header" align="center">SDK Distribution README file</p>
17<p class="header" align="center"><a href="http://www.ogre3d.org/">http://www.ogre3d.org</a></p>
18<p class="mainheader" align="left">Summary</p>
19<p>OGRE (Object-Oriented Graphics Rendering Engine) is a
20scene-oriented, flexible 3D engine written in C++ designed to make it
21easier and more intuitive for developers to produce games and demos
22utilising 3D hardware. The class library abstracts all the details of
23using the underlying system libraries like Direct3D and OpenGL and
24provides an interface based on world objects and other intuitive
25classes. </p>
26<p>This distribution contains the precompiled SDK release of OGRE
27and is the most convenient way of obtaining the engine. The full source
28code is also available, for people who want a little
29more flexibility or who are just curious as to the inner workings of
30the engine; go to the main OGRE web page for full details.<br>
31</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.<br>
35</p>
36<p class="newsdate"><a href="http://www.ogre3d.org/wiki">The OGRE
37Wiki</a></p>
38<p>A gold mine of tutorials, tips and code snippets which will help
39you get up to speed with the engine. This is probably the best place to
40start learning OGRE. <br>
41</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. </p>
45<p class="newsdate"><a href="api/html/index.html">API Reference</a></p>
46<p class="maincontent">The full OGRE API documentation, as generated
47from the (heavily!) commented source.</p>
48<p class="mainheader" align="left">Compiling the Samples<br>
49</p>
50So, how do you go about compiling the samples? Firstly you need to set
51up your development environment. <br>
52<br>
53<span style="color: rgb(255, 255, 51);">Are you using Visual C++ 6 or
54Visual C++.Net 2002?<br>
55</span>If so, you will need to use STLport, which is a
56standards-compliant version of the C++ Standard Template Library (STL);
57unfortunately versions of the STL which shipped with versions of Visual
58C++ before .Net 2003 are not standards compliant. The OGRE project
59provides a precompiled version of STLport which will work with VC6 and
60VC.Net 2002; go to the downloads area to get it and install it in the
61folder of your choice. After installing:<br>
62<ol>
63  <li>Load the Samples.dsw (VC6) or Samples.sln (VC7) file<br>
64  </li>
65  <li>Open Microsoft Visual C++ and select Tools | Options... from the
66menu bar to bring up the options dialog</li>
67  <li>Go to the include folders list: in VC6 this is on the
68'Directories' tab, in VC++.Net it is under Projects|VC++ Directories in
69the tree on the left</li>
70  <li>Insert the directory &lt;path_to_STLport-x.x.x&gt;\stlport is at
71the TOP of your include folders list. Crucially, it MUST be above all
72Microsoft include folders.</li>
73  <li>Insert the directory &lt;path_to_STLport-x.x.x&gt;\lib into your
74library folder list.</li>
75</ol>
76Once you have your development environment configured, just perform a
77Batch Build of the solution / workspace to build all the samples.<br>
78<p class="mainheader" align="left">Keeping Up To Date</p>
79<p align="left">The best place to keep up to date with developments on
80OGRE is the <a href="http://www.ogre3d.org/">Official Web Site</a>.
81From there you can download the latest source code and documentation.
82You can choose between keeping bang up to date with CVS (Concurrent
83Versioning System) or by just getting the regularly released
84snapshots.</p>
85<p align="left">The changes included in this current version can be
86viewed on the <a href="ChangeLog.html">ChangeLog</a>. </p>
87<p class="mainheader" align="left">Getting Support</p>
88<p align="left">Please use our extensive forums if you need help or
89think you may have found a bug. Go to the <a href="http://ogre.sf.net/">main
90web site</a> and click on the Forums link.</p>
91<p class="mainheader" align="left">Licensing</p>
92<p>OGRE is distributed as free software under the GNU Lesser General
93Public License (see <a href="License.html">License.html</a>). In
94summary this means that you can use OGRE for any purpose, provided
95that if you make changes to OGRE itself, you must release the changes
96back into into the public domain under the LGPL and make it clear
97where you have made the changes. Your own application can be
98distributed under any license you like. Note that in the case of
99OGRE, inlining and macros in headers are used purely for performance
100or platform independence reasons, and including any of OGRE's headers
101in your projects does not result in a derived work. </p>
102<p>This program is distributed in the hope that it will be useful,
103but WITHOUT ANY WARRANTY; without even the implied warranty of
104MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
105Lesser General Public License for more details.</p>
106<p>You should have received a copy of the GNU Lesser General Public
107License along with this program; if not, write to the Free Software
108Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
109USA, or go to <a href="http://www.gnu.org/copyleft/lesser.txt">http://www.gnu.org/copyleft/lesser.txt</a>.</p>
110<p>In addition, if you use Ogre it would be nice if you displayed the
111Ogre logo somewhere in your application (start up or shutdown) for a
112minimum of 2 seconds. This splash-screen is displayed on the standard
113Ogre configuration dialog anyway, so if you use that you don't need
114to do anything extra. The logo is included in the download archive as
115Examples\Resources\ogrelogo.png.</p>
116<p>Some textures distrubuted with Ogre are used with permission of
117<a href="http://www.The3dStudio.com/">www.The3dStudio.com</a> and may
118not be re-distributed, sold, or given away except in the form of
119rendered images, animations, or real time 3D applications when credit
120is given to <a href="http://www.The3dStudio.com/">www.The3dStudio.com</a>.</p>
121<p>The 'Han Solo' TrueType font is © 2000 by Iconian Fonts -
122Daniel Zadorozny. This font may be freely distributed and is free for
123all non-commercial uses. This font is e-mailware; that is, if you
124like it, please e-mail the author at: <a href="mailto:iconian@aol.com">iconian@aol.com</a>.</p>
125<p class="mainheader" align="left">Acknowledgements</p>
126<p>The authors wish to credit the following for their work which is
127used in whole or in part in OGRE:</p>
128<p>Artwork:</p>
129<ul>
130  <li>
131    <p style="margin-bottom: 0cm;">Matt Anderson at <a
132 href="http://www.The3dStudio.com/">www.The3dStudio.com</a> who kindly
133gave permission for the use of some textures</p>
134  </li>
135  <li>
136    <p style="margin-bottom: 0cm;">Jonathan Clark at <a
137 href="http://www.jonathanclark.com/">http://www.jonathanclark.com</a>
138for some Golgotha textures thet were released to the public domain.</p>
139  </li>
140  <li>
141    <p style="margin-bottom: 0cm;">The 'Raptor Assault Gunboat' mesh
142&amp; texture are © 2002 by Adrian 'cearny' Cearnau.</p>
143  </li>
144  <li>
145    <p style="margin-bottom: 0cm;">The robot andn ninja mesh and
146animation are by <a href="http://www.psionic3d.co.uk/">Psionic</a>,
147kindly made available from the <a href="http://www.insanesoftware.de/">CharacterFX</a>
148site</p>
149  </li>
150  <li>
151    <p style="margin-bottom: 0cm;">The 'Razor 2' mesh is by Dennis
152Verbeek</p>
153  </li>
154  <li>
155    <p style="margin-bottom: 0cm;">Skyboxes in cubemapJS.zip are ©<a
156 href="http://www.schlorb.com/">Johannes Schlorb</a>, used with
157permission. </p>
158  </li>
159  <li>
160    <p>Grass texture is courtesy of Mathias 'freezer' Walch</p>
161  </li>
162</ul>
163<p>Included as source (modified as appropriate), and credited
164appropriately in the source files affected:</p>
165<ul>
166  <li>
167    <p style="margin-bottom: 0cm;">Many of the maths/spatial routines
168are inspired by Dr D.H. Eberley, adapted from the 'free' parts of the
169Wild Magic engine 0.2 source provided with his book "3D Engine Design" (<a
170 href="http://www.wild-magic.com/">http://www.wild-magic.com/</a>)</p>
171  </li>
172  <li>
173    <p style="margin-bottom: 0cm;">Quake3 loading routines used a lot
174of information gleaned from <a
175 href="http://www.planetquake.com/aftershock/">Aftershock</a> and <a
176 href="http://strony.poland.com/bsekura/">Bart Sekura's ROGL</a></p>
177  </li>
178  <li>
179    <p style="margin-bottom: 0cm;">Singleton template class is © Scott
180Bilas 2000 from Game Programming Gems </p>
181  </li>
182  <li>
183    <p>Memory manager is based on MMGR © Paul Nettle at <a
184 href="www.fluidstudios.com">Fluid Studios</a></p>
185  </li>
186</ul>
187<p>Source not modified, but linked in as part of the complete OGRE
188system:</p>
189<ul>
190  <li>
191    <p style="margin-bottom: 0cm;">Compression is courtesy of the zlib
192compression library © 1995-1998 Jean-loup Gailly and Mark Adler (<a
193 href="http://www.gzip.org/zlib">http://www.gzip.org/zlib</a>)</p>
194  </li>
195  <li>
196    <p style="margin-bottom: 0cm;">Default image codecs are provided by
197    <a href="http://openil.sourceforge.net/">DevIL</a>. </p>
198  </li>
199  <li>
200    <p style="margin-bottom: 0cm;">ZIP archive support is provided by <a
201 href="http://zziplib.sourceforge.net/">zziplib</a>.</p>
202  </li>
203  <li>
204    <p style="margin-bottom: 0cm;">Interactive GUI support is by <a
205 href="http://www.cegui.org.uk/">Crazy Eddies GUI</a>.</p>
206  </li>
207  <li>
208    <p style="margin-bottom: 0cm;">SDL is © (too many to list!) (<a
209 href="http://www.libsdl.org/">http://www.libsdl.org</a>)</p>
210  </li>
211  <li>
212    <p style="margin-bottom: 0cm;">Freetype2 is © The Freetype Team (<a
213 href="http://www.freetype.org/">http://www.freetype.org</a>)</p>
214  </li>
215  <li>
216    <p>ODE is © Russel Smith (<a href="http://q12.org/ode/">http://q12.org/ode/</a>)</p>
217  </li>
218</ul>
219<p>Standalone tools used:</p>
220<ul>
221  <li>
222    <p style="margin-bottom: 0cm;">Document generation from C++ source
223code is by Doxygen © Dimitri van Heesch (<a
224 href="http://www.doxygen.org/">http://www.doxygen.org</a>)</p>
225  </li>
226  <li>
227    <p>Milkshape3D for modelling &amp; exporting (<a
228 href="http://www.milkshape3d.com/">http://www.milkshape3d.com</a>)</p>
229  </li>
230</ul>
231<p>And I'd also like to thank the following just for inspiration,
232ideas, and pretty much anything else:</p>
233<ul>
234  <li>
235    <p style="margin-bottom: 0cm;">Scott Meyers for his superb
236'Effective C++' series</p>
237  </li>
238  <li>
239    <p style="margin-bottom: 0cm;">Everybody who has ever written for
240Game Developer magazine, but particularly Chris Hecker and Jeff Lander
241whose work is consistently enlightening</p>
242  </li>
243  <li>
244    <p style="margin-bottom: 0cm;">Michael Abrash for his 'Zen' books
245which inspired me to try graphics programming in the first place</p>
246  </li>
247  <li>
248    <p style="margin-bottom: 0cm;">Everybody at SourceForge and VA
249Linux for providing <b>fantastic</b> facilities for developers with
250modest budgets</p>
251  </li>
252  <li>
253    <p style="margin-bottom: 0cm;">Scott Adams (Dilbert) for providing
254a humourous distraction when I've had enough for the day</p>
255  </li>
256  <li>
257    <p>My wife Marie for putting up with all this!</p>
258  </li>
259</ul>
260<p>Copyright © 2005 by The OGRE Team
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