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| 81 | <p align="center" class="header">OGRE (Object-Oriented Graphics Rendering Engine)</p><p align="center" class="header">Demo |
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| 82 | Distribution README file</p><p align="center" class="header"><A HREF="http://www.ogre3d.org">http://www.ogre3d.org</A></p><p align="left" class="MainHeader">Summary</p><p>OGRE |
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| 83 | (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine |
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| 84 | written in C++ designed to make it easier and more intuitive for developers to |
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| 85 | produce games and demos utilising 3D hardware. The class library abstracts all |
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| 86 | the details of using the underlying system libraries like Direct3D and OpenGL |
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| 87 | and provides an interface based on world objects and other intuitive classes. |
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| 88 | </p><p>To run these demos you need to have DirectX 8 installed. The demos are |
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| 89 | as follows:</p><P CLASS="SectionHeader">Demo_BezierPatch</P><P>A simple demonstration |
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| 90 | of OGRE's ability to render variable detail bezier patches.</P><P CLASS="SectionHeader">Demo_Bsp</P><P>This |
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| 91 | demo shows how a custom SceneManager can be used to render specialised world areas |
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| 92 | quickly: in this case BSP data from Quake3 Arena. Note that you <B>must have a |
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| 93 | Quake3 Arena level</B> to use with it, along with the pak0.pk3 containing resource |
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| 94 | data. Edit the quake3settings.cfg file to tell the demo where to get these files |
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| 95 | from on your system.</P><P CLASS="SectionHeader">Demo_CameraTrack</P><P>An example |
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| 96 | of how OGRE can use spline paths to animate any aspect of the scene, in this case |
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| 97 | the camera, which follows a swooping path around the scene. These spline paths |
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| 98 | are as easy to set up as defining position / orientation points and telling the |
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| 99 | engine to do the rest.</P><P CLASS="SectionHeader">Demo_EnvMapping</P><P>Shows |
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| 100 | a calculated texture coordinate effect called 'environment mapping' which makes |
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| 101 | an object look reflective. This material is set up though a text script, and the |
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| 102 | calculation of the texture coordinates is done in hardware, if available.</P><P CLASS="SectionHeader"> |
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| 103 | Demo_Lighting</P><P>Demonstrates the use of dynamic lighting, along with billboarding |
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| 104 | effects for light flares.</P><P CLASS="SectionHeader">Demo_ParticleFX</P><P>Shows |
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| 105 | off OGRE's particle effect system. Particles are defined in text scripts to allow |
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| 106 | you complete flexibility and lots of options. This demo shows off point particles, |
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| 107 | directional particles, scattering and random colour effects, fading, gravity and |
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| 108 | the effect of moving emitters.</P><P CLASS="SectionHeader">Demo_RenderToTexture</P><P>Demonstrates |
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| 109 | rendering the contents of the scene to a texture, then using that texture in the |
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| 110 | scene. In this demo it gives a 'hall or mirrors' effect. <B>Note: this demo only |
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| 111 | works on Direct3D renderers at the moment</B>.</P><P CLASS="SectionHeader">Demo_SkeletalAnimation</P><P>Shows |
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| 112 | off OGRE's skeletal animation system, where a mesh is deformed according to the |
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| 113 | animation of 'bones' under the surface of the mesh. This allows very smooth animation |
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| 114 | with efficient storage requirements, and also allows blending of multiple animations.</P><P CLASS="SectionHeader">Demo_SkyBox, |
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| 115 | Demo_SkyDome, Demo_SkyPlane</P><P>These demos show OGRE's support for various |
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| 116 | 'sky' approaches. These skies can be combined for a multi-layer effect.</P><P CLASS="SectionHeader">Demo_Terrain</P><P>Shows |
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| 117 | off another SceneManager plugin which customises the scene approach for rendering |
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| 118 | geo-mipmapped terrain.</P><P CLASS="SectionHeader">Demo_TextureFX</P><P>Demonstrates |
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| 119 | how you can use material properties to create animated textures. They can have |
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| 120 | multiple frames, rotate, scale, scroll etc with various different schemes. Underlying |
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| 121 | all this is the OGRE 'Controller' framework which lets you link objects together |
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| 122 | and make them derive values from each other, after transforming them somehow (e.g. |
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| 123 | through a wave function).</P><P CLASS="SectionHeader">Demo_Transparency</P><P>Shows |
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| 124 | a series of transparent objects. OGRE automatically handles transparency; it handles |
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| 125 | the depth buffer changes that are required to correctly render transparent objects, |
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| 126 | and renders the objects in the correct order to ensure they look correct on screen |
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| 127 | when composited.</P><P CLASS="SectionHeader">Solitaire</P><P>This is actually |
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| 128 | a complete implementation of the classic card game by <A HREF="http://badcamelgaming.sourceforge.net">Bad |
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| 129 | Camel Gaming</A>, except in 3D. This is a good example of a complete application |
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| 130 | writte in OGRE. We guarantee that you've never seen this many particles in a card |
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| 131 | game before! :)</P><p align="left" class="MainHeader">OGRE Authors</p><P>The following |
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| 132 | people are responsible for the blood, sweat and tears it took to bring you OGRE:</P><P><B>Steve |
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| 133 | Streeting (<A HREF="mailto:steve@stevestreeting.com">steve@stevestreeting.com</A>)</B></P><P>Steve |
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| 134 | had been thinking about creating something like OGRE since about February 2000, |
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| 135 | but work really started on it in 2001. Steve is responsible for the overall design, |
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| 136 | project management and changes to all the core functionality. He is also the main |
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| 137 | public contact for the project, at the above address. Steve is prone to ranting |
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| 138 | about why games should have the same coding and design standards as business software, |
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| 139 | and is based in St Peter Port, Guernsey (a small British island off the French |
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| 140 | coast).</P><P><B>Adrian 'cearny' Cearnău (<A HREF="mailto:cearny@cearny.ro">cearny@cearny.ro</A>)</B> |
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| 141 | </P><P>Cearny joined the project in February 2002. Cearny supplied the impetus |
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| 142 | and much of the implementation for switching OGRE to a completely dynamically-loaded |
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| 143 | library, provided the debugging memory manager, rationalised the codec system |
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| 144 | and has generally done a fine job of challenging my assumptions and generally |
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| 145 | improving the quality of the project. Cearny is based in Bucharest, Romania.</P><P><B>Thomas |
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| 146 | 'temas' Muldowney (<A HREF="mailto:cearny@cearny.ro">temas@jabber.org</A>)</B></P><P>Temas |
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| 147 | joined the project in April 2002 and has been responsible for the Linux port and |
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| 148 | also generally on ANSI C++ compliance. He comes from a background of open-source |
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| 149 | development, and is currently a lead contributor to the Jabber open-source server |
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| 150 | as well as working on OGRE. He's based in Texas, USA.</P><P><B>Jon Anderson (<A HREF="mailto:janders@users.sf.net">janders@users.sf.net</A>)</B></P><P>John |
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| 151 | joined the project in November 2002 and has been responsible for developing the |
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| 152 | OctreeSceneManager and it's subclass TerrainSceneManager, so all those rolling |
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| 153 | terrain shots are down to his hard work. Jon is based in Minnesota, USA.</P><P>The |
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| 154 | following people have also made significant contributions to OGRE, and the team |
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| 155 | would like to thank them for their work:</P><UL> <li>Scott Chappel, for upgrading |
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| 156 | the Direct3D RenderSystem to v8.1</li><li>John Martin, for creating the 3D Studio |
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| 157 | Max tools</li><li>Ben Woodhead and Kenny Sabir, for several useful patches and |
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| 158 | helping out other users in the forums</li><li>lots of other people!</li></UL><P></P><p align="left" CLASS="MainHeader">Contributing</p><p align="left">We |
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| 159 | welcome all contributions to OGRE, be that new plugins, bugfixes, extensions, |
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| 160 | tutorials, documentation, example applications, artwork or pretty much anything |
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| 161 | else! If you would like to contribute to the development of OGRE, please read |
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| 162 | the <a href="../Docs/ContributorLicenseAgreement.html">Contributor License Agreement</A>, |
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| 163 | and then contact Steve Streeting at <A HREF="mailto:steve@stevestreeting.com">steve@stevestreeting.com</A> |
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| 164 | if you agree with the terms. </p><p align="left" CLASS="MainHeader">Keeping Up |
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| 165 | To Date</p><p align="left">The best place to keep up to date with developments |
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| 166 | on OGRE is the <A HREF="http://www.ogre3d.org">Official Web Site</A>. From |
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| 167 | there you can download the latest source code and documentation. You can choose |
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| 168 | between keeping bang up to date with CVS (Concurrent Versioning System) or by |
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| 169 | just getting the regularly released snapshots.</p><p align="left">The changes |
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| 170 | included in this current version can be viewed on the <A HREF="../Docs/ChangeLog.html"> |
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| 171 | ChangeLog</A>. </p><p align="left" CLASS="MainHeader">Reporting a bug or requesting |
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| 172 | a feature</p><p align="left">This can be done through the Sourceforge project |
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| 173 | site, which you can find at <A HREF="http://sourceforge.net/projects/ogre">http://sourceforge.net/projects/ogre</A>.</p><p align="left"><b>A |
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| 174 | NOTE ABOUT DIRECTX 8.1</b> <b>RENDERSYSTEM</b>: OGRE provides multiple render |
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| 175 | system implementations. In the larger demos such as Bsp and Terrain, the Direct3D |
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| 176 | 7 and OpenGL render systems will perform BETTER than the Direct3D 8 render system |
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| 177 | (as selected on the setup dialog). This is because acceptable geometry structures |
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| 178 | were made more restricted in Dx8 and so far we have not propagated this restriction |
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| 179 | into the rest of the engine, meaning some translation is required for Dx8. This |
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| 180 | might seem counter-intuitive to some who would expect Dx8 to outperform Dx7.</p><p align="left" CLASS="MainHeader">Licensing</p><P>OGRE |
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| 181 | is distributed as free software under the GNU Lesser General Public License (see |
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| 182 | <A HREF="../Docs/License.html">License.html</A>). In summary this means that you |
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| 183 | can use OGRE for any purpose, provided that if you make changes to OGRE itself, |
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| 184 | you must release the changes back into into the public domain under the LGPL and |
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| 185 | make it clear where you have made the changes. Your own application can be distributed |
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| 186 | under any license you like. </P><P>This program is distributed in the hope that |
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| 187 | it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty |
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| 188 | of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General |
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| 189 | Public License for more details.</P><P>You should have received a copy of the |
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| 190 | GNU Lesser General Public License along with this program; if not, write to the |
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| 191 | Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, |
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| 192 | USA, or go to <A HREF="http://www.gnu.org/copyleft/lesser.txt">http://www.gnu.org/copyleft/lesser.txt</A>.</P><P>In |
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| 193 | addition, if you use Ogre it would be nice if you displayed the Ogre logo somewhere |
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| 194 | in your application (start up or shutdown) for a minimum of 2 seconds. This splash-screen |
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| 195 | is displayed on the standard Ogre configuration dialog anyway, so if you use that |
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| 196 | you don't need to do anything extra. The logo is included in the download archive |
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| 197 | as Examples\Resources\ogrelogo.png.</P><P>Some textures distrubuted with Ogre |
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| 198 | are used with permission of <A HREF="http://www.The3dStudio.com">www.The3dStudio.com</A> |
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| 199 | and may not be re-distributed, sold, or given away except in the form of rendered |
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| 200 | images, animations, or real time 3D applications when credit is given to <A HREF="http://www.The3dStudio.com">www.The3dStudio.com</A>.</P><P>The |
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| 201 | 'Han Solo' TrueType font is © 2000 by Iconian Fonts - Daniel Zadorozny. This |
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| 202 | font may be freely distributed and is free for all non-commercial uses. This font |
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| 203 | is e-mailware; that is, if you like it, please e-mail the author at: <A HREF="mailto:iconian@aol.com">iconian@aol.com</A>. |
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| 204 | </P><P ALIGN="left" CLASS="MainHeader">Acknowledgements</p><p>The authors wish |
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| 205 | to credit the following for their work which is used in whole or in part in OGRE:</p><p>Artwork:</p><UL><LI>Matt |
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| 206 | Anderson at <A HREF="http://www.The3dStudio.com">www.The3dStudio.com</A> who kindly |
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| 207 | gave permission for the use of some textures</LI><LI>Jonathan Clark at <A HREF="http://www.jonathanclark.com">http://www.jonathanclark.com</A> |
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| 208 | for some Golgotha textures thet were released to the public domain.</LI><LI>The |
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| 209 | 'Raptor Assault Gunboat' mesh & texture are © 2002 by Adrian 'cearny' Cearnău.</LI><LI>The |
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| 210 | robot mesh and animation are by <A HREF="http://www.psionicdesign.com/">Psionic</A>, |
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| 211 | kindly made available from the <A HREF="http://www.insanesoftware.de">CharacterFX</A> |
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| 212 | site</LI><LI>The 'Iron Maiden' TrueType font is © 1996 by Timour Jgenti.</UL><p>Included |
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| 213 | as source (modified as appropriate), and credited appropriately in the source |
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| 214 | files affected:</p><ul> <li>Many of the maths/spatial routines are inspired by |
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| 215 | Dr D.H. Eberley, adapted from the 'free' parts of the Wild Magic engine 0.2 source |
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| 216 | provided with his book "3D Engine Design" (<a href="http://www.wild-magic.com/">http://www.wild-magic.com/</a>)</li><li>Quake3 |
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| 217 | loading routines used a lot of information gleaned from <a href="http://www.planetquake.com/aftershock/">Aftershock</a> |
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| 218 | and <a href="http://strony.poland.com/bsekura/">Bart Sekura's ROGL</a></li><li>Singleton |
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| 219 | template class is © Scott Bilas 2000 from Game Programming Gems </li></ul><p>Source |
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| 220 | not modified, but linked in as part of the complete OGRE system:</p><ul> <li>Compression |
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| 221 | is courtesy of the zlib compression library © 1995-1998 Jean-loup Gailly |
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| 222 | and Mark Adler (<a href="http://www.gzip.org/zlib">http://www.gzip.org/zlib</a>)</li><li>JPEG |
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| 223 | image loading is provided by jpeglib © 1991-1998, Thomas G. Lane & the |
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| 224 | Independent JPEG Group (<a href="http://www.ijg.org">http://www.ijg.org</a>)</li><li>PNG |
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| 225 | image loading comes from libpng © 1998, 1999 Glenn Randers-Pehrson (<a href="http://libpng.sourceforge.net">http://libpng.sourceforge.net</a>)</li><li>Integration |
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| 226 | with the Python scripting language is provided by the <a href="http://boost.org">Boost |
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| 227 | Python</a> library.</li><li>ZIP archive support is © Gilles Vollant 1998 |
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| 228 | (<a href="http://www.winimage.com/zLibDll/unzip.htm">http://www.winimage.com/zLibDll/unzip.htm</a>)</li><li>SDL |
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| 229 | is © (too many to list!) (<A HREF="http://www.libsdl.org">http://www.libsdl.org</A>)</li><li>Freetype2 |
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| 230 | is © The Freetype Team (<A HREF="http://www.freetype.org">http://www.freetype.org</A>)</li></ul><p>Standalone |
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| 231 | tools used:</p><ul> <li>Document generation from C++ source code is by Doxygen |
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| 232 | © Dimitri van Heesch (<a href="http://www.doxygen.org">http://www.doxygen.org</a>)</li><li>Milkshape3D |
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| 233 | for modelling & exporting (<A HREF="http://www.milkshape3d.com">http://www.milkshape3d.com</A>)</li></ul><p>And |
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| 234 | I'd also like to thank the following just for inspiration, ideas, and pretty much |
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| 235 | anything else:</p><ul> <li>Scott Meyers for his superb 'Effective C++' series</li><li>Everybody |
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| 236 | who has ever written for Game Developer magazine, but particularly Chris Hecker |
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| 237 | and Jeff Lander whose work is consistently enlightening</li><li>Michael Abrash |
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| 238 | for his 'Zen' books which inspired me to try graphics programming in the first |
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| 239 | place</li><li>Everybody at SourceForge and VA Linux for providing <b>fantastic</b> |
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| 240 | facilities for developers with modest budgets</li><li>Scott Adams (Dilbert) for |
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| 241 | providing a humourous distraction when I've had enough for the day</li><li>My |
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| 242 | fiancée Marie for putting up with all this!</li></ul><p> Copyright © |
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| 243 | 2002 by The OGRE Team<br /> <script type="text/javascript"> |
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| 244 | <!--//hide script from old browsers |
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| 245 | document.write( "Last modified "+ document.lastModified ); |
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| 246 | //end hiding contents --> |
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| 247 | </script> </p> |
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| 248 | </body> |
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| 249 | </html> |
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