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6 | <title>OGRE Readme</title> |
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12 | <body bgcolor="#003300" dir="ltr" lang="en-US" link="#ffff00" |
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13 | text="#ccffcc"> |
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14 | <p class="header" align="center">OGRE (Object-Oriented Graphics |
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15 | Rendering Engine)</p> |
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16 | <p class="header" align="center">SDK Distribution README file</p> |
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17 | <p class="header" align="center"><a href="http://www.ogre3d.org/">http://www.ogre3d.org</a></p> |
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18 | <p class="mainheader" align="left">Summary</p> |
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19 | <p>OGRE (Object-Oriented Graphics Rendering Engine) is a |
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20 | scene-oriented, flexible 3D engine written in C++ designed to make it |
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21 | easier and more intuitive for developers to produce games and demos |
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22 | utilising 3D hardware. The class library abstracts all the details of |
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23 | using the underlying system libraries like Direct3D and OpenGL and |
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24 | provides an interface based on world objects and other intuitive |
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25 | classes. </p> |
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26 | <p>This distribution contains the precompiled SDK release of OGRE |
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27 | and is the most convenient way of obtaining the engine. The full source |
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28 | code is also available, for people who want a little |
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29 | more flexibility or who are just curious as to the inner workings of |
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30 | the engine; go to the main OGRE web page for full details.<br> |
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31 | </p> |
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32 | <p class="mainheader" align="left">Index Of Contents</p> |
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33 | <p class="newsdate"><a href="ChangeLog.html">What's New?</a></p> |
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34 | <p>A summary of the new and altered features in this release.<br> |
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35 | </p> |
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36 | <p class="newsdate"><a href="http://www.ogre3d.org/wiki">The OGRE |
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37 | Wiki</a></p> |
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38 | <p>A gold mine of tutorials, tips and code snippets which will help |
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39 | you get up to speed with the engine. This is probably the best place to |
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40 | start learning OGRE. <br> |
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41 | </p> |
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42 | <p class="newsdate"><a href="manual/index.html">The OGRE Manual</a></p> |
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43 | <p>A descriptive reference to the major parts of the engine such as |
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44 | scripts. </p> |
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45 | <p class="newsdate"><a href="api/html/index.html">API Reference</a></p> |
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46 | <p class="maincontent">The full OGRE API documentation, as generated |
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47 | from the (heavily!) commented source.</p> |
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48 | <p class="mainheader" align="left">Compiling the Samples<br> |
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49 | </p> |
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50 | So, how do you go about compiling the samples? Firstly you need to set |
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51 | up your development environment. <br> |
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52 | <br> |
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53 | <span style="color: rgb(255, 255, 51);">Are you using Visual C++ 6 or |
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54 | Visual C++.Net 2002?<br> |
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55 | </span>If so, you will need to use STLport, which is a |
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56 | standards-compliant version of the C++ Standard Template Library (STL); |
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57 | unfortunately versions of the STL which shipped with versions of Visual |
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58 | C++ before .Net 2003 are not standards compliant. The OGRE project |
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59 | provides a precompiled version of STLport which will work with VC6 and |
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60 | VC.Net 2002; go to the downloads area to get it and install it in the |
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61 | folder of your choice. After installing:<br> |
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62 | <ol> |
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63 | <li>Load the Samples.dsw (VC6) or Samples.sln (VC7) file<br> |
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64 | </li> |
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65 | <li>Open Microsoft Visual C++ and select Tools | Options... from the |
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66 | menu bar to bring up the options dialog</li> |
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67 | <li>Go to the include folders list: in VC6 this is on the |
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68 | 'Directories' tab, in VC++.Net it is under Projects|VC++ Directories in |
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69 | the tree on the left</li> |
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70 | <li>Insert the directory <path_to_STLport-x.x.x>\stlport is at |
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71 | the TOP of your include folders list. Crucially, it MUST be above all |
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72 | Microsoft include folders.</li> |
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73 | <li>Insert the directory <path_to_STLport-x.x.x>\lib into your |
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74 | library folder list.</li> |
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75 | </ol> |
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76 | Once you have your development environment configured, just perform a |
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77 | Batch Build of the solution / workspace to build all the samples.<br> |
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78 | <p class="mainheader" align="left">Keeping Up To Date</p> |
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79 | <p align="left">The best place to keep up to date with developments on |
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80 | OGRE is the <a href="http://www.ogre3d.org/">Official Web Site</a>. |
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81 | From there you can download the latest source code and documentation. |
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82 | You can choose between keeping bang up to date with CVS (Concurrent |
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83 | Versioning System) or by just getting the regularly released |
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84 | snapshots.</p> |
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85 | <p align="left">The changes included in this current version can be |
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86 | viewed on the <a href="ChangeLog.html">ChangeLog</a>. </p> |
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87 | <p class="mainheader" align="left">Getting Support</p> |
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88 | <p align="left">Please use our extensive forums if you need help or |
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89 | think you may have found a bug. Go to the <a href="http://ogre.sf.net/">main |
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90 | web site</a> and click on the Forums link.</p> |
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91 | <p class="mainheader" align="left">Licensing</p> |
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92 | <p>OGRE is distributed as free software under the GNU Lesser General |
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93 | Public License (see <a href="License.html">License.html</a>). In |
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94 | summary this means that you can use OGRE for any purpose, provided |
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95 | that if you make changes to OGRE itself, you must release the changes |
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96 | back into into the public domain under the LGPL and make it clear |
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97 | where you have made the changes. Your own application can be |
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98 | distributed under any license you like. Note that in the case of |
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99 | OGRE, inlining and macros in headers are used purely for performance |
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100 | or platform independence reasons, and including any of OGRE's headers |
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101 | in your projects does not result in a derived work. </p> |
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102 | <p>This program is distributed in the hope that it will be useful, |
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103 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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104 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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105 | Lesser General Public License for more details.</p> |
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106 | <p>You should have received a copy of the GNU Lesser General Public |
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107 | License along with this program; if not, write to the Free Software |
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108 | Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, |
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109 | 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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110 | <p>In addition, if you use Ogre it would be nice if you displayed the |
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111 | Ogre logo somewhere in your application (start up or shutdown) for a |
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112 | minimum of 2 seconds. This splash-screen is displayed on the standard |
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113 | Ogre configuration dialog anyway, so if you use that you don't need |
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114 | to do anything extra. The logo is included in the download archive as |
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115 | Examples\Resources\ogrelogo.png.</p> |
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116 | <p>Some textures distrubuted with Ogre are used with permission of |
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117 | <a href="http://www.The3dStudio.com/">www.The3dStudio.com</a> and may |
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118 | not be re-distributed, sold, or given away except in the form of |
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119 | rendered images, animations, or real time 3D applications when credit |
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120 | is given to <a href="http://www.The3dStudio.com/">www.The3dStudio.com</a>.</p> |
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121 | <p>The 'Han Solo' TrueType font is © 2000 by Iconian Fonts - |
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122 | Daniel Zadorozny. This font may be freely distributed and is free for |
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123 | all non-commercial uses. This font is e-mailware; that is, if you |
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124 | like it, please e-mail the author at: <a href="mailto:iconian@aol.com">iconian@aol.com</a>.</p> |
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125 | <p class="mainheader" align="left">Acknowledgements</p> |
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126 | <p>The authors wish to credit the following for their work which is |
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127 | used in whole or in part in OGRE:</p> |
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128 | <p>Artwork:</p> |
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129 | <ul> |
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130 | <li> |
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131 | <p style="margin-bottom: 0cm;">Matt Anderson at <a |
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132 | href="http://www.The3dStudio.com/">www.The3dStudio.com</a> who kindly |
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133 | gave permission for the use of some textures</p> |
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134 | </li> |
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135 | <li> |
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136 | <p style="margin-bottom: 0cm;">Jonathan Clark at <a |
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137 | href="http://www.jonathanclark.com/">http://www.jonathanclark.com</a> |
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138 | for some Golgotha textures thet were released to the public domain.</p> |
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139 | </li> |
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140 | <li> |
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141 | <p style="margin-bottom: 0cm;">The 'Raptor Assault Gunboat' mesh |
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142 | & texture are © 2002 by Adrian 'cearny' Cearnau.</p> |
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143 | </li> |
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144 | <li> |
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145 | <p style="margin-bottom: 0cm;">The robot andn ninja mesh and |
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146 | animation are by <a href="http://www.psionic3d.co.uk/">Psionic</a>, |
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147 | kindly made available from the <a href="http://www.insanesoftware.de/">CharacterFX</a> |
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148 | site</p> |
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149 | </li> |
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150 | <li> |
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151 | <p style="margin-bottom: 0cm;">The 'Razor 2' mesh is by Dennis |
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152 | Verbeek</p> |
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153 | </li> |
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154 | <li> |
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155 | <p style="margin-bottom: 0cm;">Skyboxes in cubemapJS.zip are ©<a |
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156 | href="http://www.schlorb.com/">Johannes Schlorb</a>, used with |
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157 | permission. </p> |
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158 | </li> |
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159 | <li> |
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160 | <p>Grass texture is courtesy of Mathias 'freezer' Walch</p> |
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161 | </li> |
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162 | </ul> |
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163 | <p>Included as source (modified as appropriate), and credited |
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164 | appropriately in the source files affected:</p> |
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165 | <ul> |
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166 | <li> |
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167 | <p style="margin-bottom: 0cm;">Many of the maths/spatial routines |
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168 | are inspired by Dr D.H. Eberley, adapted from the 'free' parts of the |
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169 | Wild Magic engine 0.2 source provided with his book "3D Engine Design" (<a |
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170 | href="http://www.wild-magic.com/">http://www.wild-magic.com/</a>)</p> |
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171 | </li> |
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172 | <li> |
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173 | <p style="margin-bottom: 0cm;">Quake3 loading routines used a lot |
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174 | of information gleaned from <a |
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175 | href="http://www.planetquake.com/aftershock/">Aftershock</a> and <a |
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176 | href="http://strony.poland.com/bsekura/">Bart Sekura's ROGL</a></p> |
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177 | </li> |
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178 | <li> |
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179 | <p style="margin-bottom: 0cm;">Singleton template class is © Scott |
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180 | Bilas 2000 from Game Programming Gems </p> |
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181 | </li> |
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182 | <li> |
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183 | <p>Memory manager is based on MMGR © Paul Nettle at <a |
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184 | href="www.fluidstudios.com">Fluid Studios</a></p> |
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185 | </li> |
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186 | </ul> |
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187 | <p>Source not modified, but linked in as part of the complete OGRE |
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188 | system:</p> |
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189 | <ul> |
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190 | <li> |
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191 | <p style="margin-bottom: 0cm;">Compression is courtesy of the zlib |
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192 | compression library © 1995-1998 Jean-loup Gailly and Mark Adler (<a |
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193 | href="http://www.gzip.org/zlib">http://www.gzip.org/zlib</a>)</p> |
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194 | </li> |
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195 | <li> |
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196 | <p style="margin-bottom: 0cm;">Default image codecs are provided by |
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197 | <a href="http://openil.sourceforge.net/">DevIL</a>. </p> |
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198 | </li> |
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199 | <li> |
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200 | <p style="margin-bottom: 0cm;">ZIP archive support is provided by <a |
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201 | href="http://zziplib.sourceforge.net/">zziplib</a>.</p> |
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202 | </li> |
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203 | <li> |
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204 | <p style="margin-bottom: 0cm;">Interactive GUI support is by <a |
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205 | href="http://www.cegui.org.uk/">Crazy Eddies GUI</a>.</p> |
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206 | </li> |
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207 | <li> |
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208 | <p style="margin-bottom: 0cm;">SDL is © (too many to list!) (<a |
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209 | href="http://www.libsdl.org/">http://www.libsdl.org</a>)</p> |
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210 | </li> |
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211 | <li> |
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212 | <p style="margin-bottom: 0cm;">Freetype2 is © The Freetype Team (<a |
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213 | href="http://www.freetype.org/">http://www.freetype.org</a>)</p> |
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214 | </li> |
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215 | <li> |
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216 | <p>ODE is © Russel Smith (<a href="http://q12.org/ode/">http://q12.org/ode/</a>)</p> |
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217 | </li> |
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218 | </ul> |
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219 | <p>Standalone tools used:</p> |
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220 | <ul> |
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221 | <li> |
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222 | <p style="margin-bottom: 0cm;">Document generation from C++ source |
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223 | code is by Doxygen © Dimitri van Heesch (<a |
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224 | href="http://www.doxygen.org/">http://www.doxygen.org</a>)</p> |
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225 | </li> |
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226 | <li> |
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227 | <p>Milkshape3D for modelling & exporting (<a |
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228 | href="http://www.milkshape3d.com/">http://www.milkshape3d.com</a>)</p> |
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229 | </li> |
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230 | </ul> |
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231 | <p>And I'd also like to thank the following just for inspiration, |
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232 | ideas, and pretty much anything else:</p> |
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233 | <ul> |
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234 | <li> |
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235 | <p style="margin-bottom: 0cm;">Scott Meyers for his superb |
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236 | 'Effective C++' series</p> |
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237 | </li> |
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238 | <li> |
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239 | <p style="margin-bottom: 0cm;">Everybody who has ever written for |
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240 | Game Developer magazine, but particularly Chris Hecker and Jeff Lander |
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241 | whose work is consistently enlightening</p> |
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242 | </li> |
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243 | <li> |
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244 | <p style="margin-bottom: 0cm;">Michael Abrash for his 'Zen' books |
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245 | which inspired me to try graphics programming in the first place</p> |
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246 | </li> |
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247 | <li> |
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248 | <p style="margin-bottom: 0cm;">Everybody at SourceForge and VA |
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249 | Linux for providing <b>fantastic</b> facilities for developers with |
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250 | modest budgets</p> |
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251 | </li> |
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252 | <li> |
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253 | <p style="margin-bottom: 0cm;">Scott Adams (Dilbert) for providing |
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254 | a humourous distraction when I've had enough for the day</p> |
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255 | </li> |
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256 | <li> |
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257 | <p>My wife Marie for putting up with all this!</p> |
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258 | </li> |
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259 | </ul> |
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260 | <p>Copyright © 2005 by The OGRE Team |
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261 | <script> |
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262 | <!--//hide script from old browsers |
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263 | document.write( "Last modified "+ document.lastModified ); |
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264 | //end hiding contents --> |
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265 | </script></p> |
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266 | </body> |
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267 | </html> |
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