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

Revision 657, 17.3 KB checked in by mattausch, 18 years ago (diff)

added ogre dependencies and patched ogre sources

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81<p align="center" class="header">OGRE (Object-Oriented Graphics Rendering Engine)</p><p align="center" class="header">Demo
82Distribution 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
83(Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine
84written in C++ designed to make it easier and more intuitive for developers to
85produce games and demos utilising 3D hardware. The class library abstracts all
86the details of using the underlying system libraries like Direct3D and OpenGL
87and provides an interface based on world objects and other intuitive classes.
88</p><p>To run these demos you need to have DirectX 8 installed. The demos are
89as follows:</p><P CLASS="SectionHeader">Demo_BezierPatch</P><P>A simple demonstration
90of OGRE's ability to render variable detail bezier patches.</P><P CLASS="SectionHeader">Demo_Bsp</P><P>This
91demo shows how a custom SceneManager can be used to render specialised world areas
92quickly: in this case BSP data from Quake3 Arena. Note that you <B>must have a
93Quake3 Arena level</B> to use with it, along with the pak0.pk3 containing resource
94data. Edit the quake3settings.cfg file to tell the demo where to get these files
95from on your system.</P><P CLASS="SectionHeader">Demo_CameraTrack</P><P>An example
96of how OGRE can use spline paths to animate any aspect of the scene, in this case
97the camera, which follows a swooping path around the scene. These spline paths
98are as easy to set up as defining position / orientation points and telling the
99engine to do the rest.</P><P CLASS="SectionHeader">Demo_EnvMapping</P><P>Shows
100a calculated texture coordinate effect called 'environment mapping' which makes
101an object look reflective. This material is set up though a text script, and the
102calculation of the texture coordinates is done in hardware, if available.</P><P CLASS="SectionHeader">
103Demo_Lighting</P><P>Demonstrates the use of dynamic lighting, along with billboarding
104effects for light flares.</P><P CLASS="SectionHeader">Demo_ParticleFX</P><P>Shows
105off OGRE's particle effect system. Particles are defined in text scripts to allow
106you complete flexibility and lots of options. This demo shows off point particles,
107directional particles, scattering and random colour effects, fading, gravity and
108the effect of moving emitters.</P><P CLASS="SectionHeader">Demo_RenderToTexture</P><P>Demonstrates
109rendering the contents of the scene to a texture, then using that texture in the
110scene. In this demo it gives a 'hall or mirrors' effect. <B>Note: this demo only
111works on Direct3D renderers at the moment</B>.</P><P CLASS="SectionHeader">Demo_SkeletalAnimation</P><P>Shows
112off OGRE's skeletal animation system, where a mesh is deformed according to the
113animation of 'bones' under the surface of the mesh. This allows very smooth animation
114with efficient storage requirements, and also allows blending of multiple animations.</P><P CLASS="SectionHeader">Demo_SkyBox,
115Demo_SkyDome, Demo_SkyPlane</P><P>These demos show OGRE's support for various
116'sky' approaches. These skies can be combined for a multi-layer effect.</P><P CLASS="SectionHeader">Demo_Terrain</P><P>Shows
117off another SceneManager plugin which customises the scene approach for rendering
118geo-mipmapped terrain.</P><P CLASS="SectionHeader">Demo_TextureFX</P><P>Demonstrates
119how you can use material properties to create animated textures. They can have
120multiple frames, rotate, scale, scroll etc with various different schemes. Underlying
121all this is the OGRE 'Controller' framework which lets you link objects together
122and make them derive values from each other, after transforming them somehow (e.g.
123through a wave function).</P><P CLASS="SectionHeader">Demo_Transparency</P><P>Shows
124a series of transparent objects. OGRE automatically handles transparency; it handles
125the depth buffer changes that are required to correctly render transparent objects,
126and renders the objects in the correct order to ensure they look correct on screen
127when composited.</P><P CLASS="SectionHeader">Solitaire</P><P>This is actually
128a complete implementation of the classic card game by <A HREF="http://badcamelgaming.sourceforge.net">Bad
129Camel Gaming</A>, except in 3D. This is a good example of a complete application
130writte in OGRE. We guarantee that you've never seen this many particles in a card
131game before! :)</P><p align="left" class="MainHeader">OGRE Authors</p><P>The following
132people are responsible for the blood, sweat and tears it took to bring you OGRE:</P><P><B>Steve
133Streeting (<A HREF="mailto:steve@stevestreeting.com">steve@stevestreeting.com</A>)</B></P><P>Steve
134had been thinking about creating something like OGRE since about February 2000,
135but work really started on it in 2001. Steve is responsible for the overall design,
136project management and changes to all the core functionality. He is also the main
137public contact for the project, at the above address. Steve is prone to ranting
138about why games should have the same coding and design standards as business software,
139and is based in St Peter Port, Guernsey (a small British island off the French
140coast).</P><P><B>Adrian 'cearny' Cearn&#x0103;u (<A HREF="mailto:cearny@cearny.ro">cearny@cearny.ro</A>)</B>
141</P><P>Cearny joined the project in February 2002. Cearny supplied the impetus
142and much of the implementation for switching OGRE to a completely dynamically-loaded
143library, provided the debugging memory manager, rationalised the codec system
144and has generally done a fine job of challenging my assumptions and generally
145improving the quality of the project. Cearny is based in Bucharest, Romania.</P><P><B>Thomas
146'temas' Muldowney (<A HREF="mailto:cearny@cearny.ro">temas@jabber.org</A>)</B></P><P>Temas
147joined the project in April 2002 and has been responsible for the Linux port and
148also generally on ANSI C++ compliance. He comes from a background of open-source
149development, and is currently a lead contributor to the Jabber open-source server
150as 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
151joined the project in November 2002 and has been responsible for developing the
152OctreeSceneManager and it's subclass TerrainSceneManager, so all those rolling
153terrain shots are down to his hard work. Jon is based in Minnesota, USA.</P><P>The
154following people have also made significant contributions to OGRE, and the team
155would like to thank them for their work:</P><UL> <li>Scott Chappel, for upgrading
156the Direct3D RenderSystem to v8.1</li><li>John Martin, for creating the 3D Studio
157Max tools</li><li>Ben Woodhead and Kenny Sabir, for several useful patches and
158helping 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
159welcome all contributions to OGRE, be that new plugins, bugfixes, extensions,
160tutorials, documentation, example applications, artwork or pretty much anything
161else! If you would like to contribute to the development of OGRE, please read
162the <a href="../Docs/ContributorLicenseAgreement.html">Contributor License Agreement</A>,
163and then contact Steve Streeting at <A HREF="mailto:steve@stevestreeting.com">steve@stevestreeting.com</A>
164if you agree with the terms. </p><p align="left" CLASS="MainHeader">Keeping Up
165To Date</p><p align="left">The best place to keep up to date with developments
166on OGRE is the <A HREF="http://www.ogre3d.org">Official Web Site</A>. From
167there you can download the latest source code and documentation. You can choose
168between keeping bang up to date with CVS (Concurrent Versioning System) or by
169just getting the regularly released snapshots.</p><p align="left">The changes
170included in this current version can be viewed on the <A HREF="../Docs/ChangeLog.html">
171ChangeLog</A>. </p><p align="left" CLASS="MainHeader">Reporting a bug or requesting
172a feature</p><p align="left">This can be done through the Sourceforge project
173site, which you can find at <A HREF="http://sourceforge.net/projects/ogre">http://sourceforge.net/projects/ogre</A>.</p><p align="left"><b>A
174NOTE ABOUT DIRECTX 8.1</b> <b>RENDERSYSTEM</b>: OGRE provides multiple render
175system implementations. In the larger demos such as Bsp and Terrain, the Direct3D
1767 and OpenGL render systems will perform BETTER than the Direct3D 8 render system
177(as selected on the setup dialog). This is because acceptable geometry structures
178were made more restricted in Dx8 and so far we have not propagated this restriction
179into the rest of the engine, meaning some translation is required for Dx8. This
180might seem counter-intuitive to some who would expect Dx8 to outperform Dx7.</p><p align="left" CLASS="MainHeader">Licensing</p><P>OGRE
181is distributed as free software under the GNU Lesser General Public License (see
182<A HREF="../Docs/License.html">License.html</A>). In summary this means that you
183can use OGRE for any purpose, provided that if you make changes to OGRE itself,
184you must release the changes back into into the public domain under the LGPL and
185make it clear where you have made the changes. Your own application can be distributed
186under any license you like. </P><P>This program is distributed in the hope that
187it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
188of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General
189Public License for more details.</P><P>You should have received a copy of the
190GNU Lesser General Public License along with this program; if not, write to the
191Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307,
192USA, or go to <A HREF="http://www.gnu.org/copyleft/lesser.txt">http://www.gnu.org/copyleft/lesser.txt</A>.</P><P>In
193addition, if you use Ogre it would be nice if you displayed the Ogre logo somewhere
194in your application (start up or shutdown) for a minimum of 2 seconds. This splash-screen
195is displayed on the standard Ogre configuration dialog anyway, so if you use that
196you don't need to do anything extra. The logo is included in the download archive
197as Examples\Resources\ogrelogo.png.</P><P>Some textures distrubuted with Ogre
198are used with permission of <A HREF="http://www.The3dStudio.com">www.The3dStudio.com</A>
199and may not be re-distributed, sold, or given away except in the form of rendered
200images, animations, or real time 3D applications when credit is given to <A HREF="http://www.The3dStudio.com">www.The3dStudio.com</A>.</P><P>The
201'Han Solo' TrueType font is &copy; 2000 by Iconian Fonts - Daniel Zadorozny. This
202font may be freely distributed and is free for all non-commercial uses. This font
203is e-mailware; that is, if you like it, please e-mail the author at: <A HREF="mailto:iconian@aol.com">iconian@aol.com</A>.
204</P><P ALIGN="left" CLASS="MainHeader">Acknowledgements</p><p>The authors wish
205to credit the following for their work which is used in whole or in part in OGRE:</p><p>Artwork:</p><UL><LI>Matt
206Anderson at <A HREF="http://www.The3dStudio.com">www.The3dStudio.com</A> who kindly
207gave permission for the use of some textures</LI><LI>Jonathan Clark at <A HREF="http://www.jonathanclark.com">http://www.jonathanclark.com</A>
208for some Golgotha textures thet were released to the public domain.</LI><LI>The
209'Raptor Assault Gunboat' mesh & texture are &copy; 2002 by Adrian 'cearny' Cearn&#x0103;u.</LI><LI>The
210robot mesh and animation are by <A HREF="http://www.psionicdesign.com/">Psionic</A>,
211kindly made available from the <A HREF="http://www.insanesoftware.de">CharacterFX</A>
212site</LI><LI>The 'Iron Maiden' TrueType font is &copy; 1996 by Timour Jgenti.</UL><p>Included
213as source (modified as appropriate), and credited appropriately in the source
214files affected:</p><ul> <li>Many of the maths/spatial routines are inspired by
215Dr D.H. Eberley, adapted from the 'free' parts of the Wild Magic engine 0.2 source
216provided with his book &quot;3D Engine Design&quot; (<a href="http://www.wild-magic.com/">http://www.wild-magic.com/</a>)</li><li>Quake3
217loading routines used a lot of information gleaned from <a href="http://www.planetquake.com/aftershock/">Aftershock</a>
218and <a href="http://strony.poland.com/bsekura/">Bart Sekura's ROGL</a></li><li>Singleton
219template class is &copy; Scott Bilas 2000 from Game Programming Gems </li></ul><p>Source
220not modified, but linked in as part of the complete OGRE system:</p><ul> <li>Compression
221is courtesy of the zlib compression library &copy; 1995-1998 Jean-loup Gailly
222and Mark Adler (<a href="http://www.gzip.org/zlib">http://www.gzip.org/zlib</a>)</li><li>JPEG
223image loading is provided by jpeglib &copy; 1991-1998, Thomas G. Lane &amp; the
224Independent JPEG Group (<a href="http://www.ijg.org">http://www.ijg.org</a>)</li><li>PNG
225image loading comes from libpng &copy; 1998, 1999 Glenn Randers-Pehrson (<a href="http://libpng.sourceforge.net">http://libpng.sourceforge.net</a>)</li><li>Integration
226with the Python scripting language is provided by the <a href="http://boost.org">Boost
227Python</a> library.</li><li>ZIP archive support is &copy; Gilles Vollant 1998
228(<a href="http://www.winimage.com/zLibDll/unzip.htm">http://www.winimage.com/zLibDll/unzip.htm</a>)</li><li>SDL
229is &copy; (too many to list!) (<A HREF="http://www.libsdl.org">http://www.libsdl.org</A>)</li><li>Freetype2
230is &copy; The Freetype Team (<A HREF="http://www.freetype.org">http://www.freetype.org</A>)</li></ul><p>Standalone
231tools used:</p><ul> <li>Document generation from C++ source code is by Doxygen
232&copy; Dimitri van Heesch (<a href="http://www.doxygen.org">http://www.doxygen.org</a>)</li><li>Milkshape3D
233for modelling &amp; exporting (<A HREF="http://www.milkshape3d.com">http://www.milkshape3d.com</A>)</li></ul><p>And
234I'd also like to thank the following just for inspiration, ideas, and pretty much
235anything else:</p><ul> <li>Scott Meyers for his superb 'Effective C++' series</li><li>Everybody
236who has ever written for Game Developer magazine, but particularly Chris Hecker
237and Jeff Lander whose work is consistently enlightening</li><li>Michael Abrash
238for his 'Zen' books which inspired me to try graphics programming in the first
239place</li><li>Everybody at SourceForge and VA Linux for providing <b>fantastic</b>
240facilities for developers with modest budgets</li><li>Scott Adams (Dilbert) for
241providing a humourous distraction when I've had enough for the day</li><li>My
242fianc&eacute;e Marie for putting up with all this!</li></ul><p> Copyright &copy;
2432002 by The OGRE Team<br /> <script type="text/javascript">
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