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author | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
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committer | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
commit | f9158592e1478b2013afc7041d9ed041cf2d2f4a (patch) | |
tree | b16e389d7988700e21b4c9741044cefa536dcbae /libraries/irrlicht-1.8.1/readme.txt | |
parent | Libraries readme updated with change markers and more of the Irrlicht changes. (diff) | |
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Update Irrlicht to 1.8.1. Include actual change markers this time. lol
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1 | ========================================================================== | ||
2 | The Irrlicht Engine SDK version 1.8.1 | ||
3 | ========================================================================== | ||
4 | |||
5 | Welcome the Irrlicht Engine SDK. | ||
6 | |||
7 | Content of this file: | ||
8 | |||
9 | 1. Directory Structure Overview | ||
10 | 2. How To Start | ||
11 | 3. Requirements | ||
12 | 4. Release Notes | ||
13 | 5. License | ||
14 | 6. Contact | ||
15 | |||
16 | |||
17 | ========================================================================== | ||
18 | 1. Directory Structure Overview | ||
19 | ========================================================================== | ||
20 | |||
21 | You will find some directories after uncompressing the archive of the | ||
22 | SDK. These are: | ||
23 | |||
24 | \bin The compiled library Irrlicht.DLL and some compiled demo | ||
25 | and example applications, just start them to see the | ||
26 | Irrlicht Engine in action. Windows only. | ||
27 | \doc Documentation of the Irrlicht Engine. | ||
28 | \examples Examples and tutorials showing how to use the engine with | ||
29 | C++. | ||
30 | \include Header files to include when programming with the engine. | ||
31 | \lib Libs to link with your programs when using the engine. | ||
32 | \media Graphics and sound resources for the demo applications and | ||
33 | examples. | ||
34 | \source The source code of the Irrlicht Engine. This code is | ||
35 | not needed to develop applications with the engine, | ||
36 | but it is included to enable recompilation and | ||
37 | debugging, if necessary. | ||
38 | \tools Useful tools (with sourcecode) for the engine. | ||
39 | |||
40 | |||
41 | |||
42 | ========================================================================== | ||
43 | 2. How to start | ||
44 | ========================================================================== | ||
45 | |||
46 | To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio | ||
47 | directory, and start some applications. There should also be an | ||
48 | application named Demo.exe which should show the most | ||
49 | interesting features of Irrlicht. | ||
50 | |||
51 | To start developing own applications and games with the engine take | ||
52 | a look at the 01.HelloWorld example in the \examples directory. | ||
53 | There is also a .html file with a tutorial which should be | ||
54 | easily comprehensible. | ||
55 | |||
56 | The Irrlicht Engine is a static lib under linux. A precompiled version can be | ||
57 | generated from the sources using the Makefile in source/Irrlicht. Run 'make' in | ||
58 | that subfolder. After this you should be able to 'make' all | ||
59 | example applications in /examples by calling the buildAllExamples script. You | ||
60 | can run the examples then from the bin folder. | ||
61 | |||
62 | It is also possible to use Irrlicht as shared object | ||
63 | (libIrrlicht.so.versionNumber). Use the proper makefile target for this by | ||
64 | running 'make sharedlib' in the source folder. See the Makefile for details. | ||
65 | |||
66 | For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will | ||
67 | build the libIrrlicht.a library necessary to create the apps. | ||
68 | |||
69 | ========================================================================== | ||
70 | 3. Requirements | ||
71 | ========================================================================== | ||
72 | |||
73 | You can use one of the following compilers/IDEs to develop applications | ||
74 | with Irrlicht or recompile the engine. However, other compilers/IDEs may | ||
75 | work as well, we simply didn't test them. | ||
76 | |||
77 | * gcc 4.x | ||
78 | * Visual Studio 2008(9.0)-2012(11.0) | ||
79 | * Code::Blocks (& gcc or visual studio toolkit) | ||
80 | |||
81 | If you ever want to (re)compile the engine yourself (which means you don't | ||
82 | want to use the precompiled version) you need the following: | ||
83 | |||
84 | * Windows: | ||
85 | * Needed: PlatformSDK (which usually comes with all IDEs, download | ||
86 | it separately for MSVC Express 2005) | ||
87 | * Optional: DirectX SDK, for D3D9 support | ||
88 | * Optional: DirectX SDK prior to May 2006, for D3D8 support | ||
89 | |||
90 | * Linux: | ||
91 | * Needed: XServer with include files | ||
92 | * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support | ||
93 | GLX + | ||
94 | XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr | ||
95 | (X11 support libraries, the latter two for fullscreen mode) | ||
96 | |||
97 | * OSX: | ||
98 | * Needed: XCode and Cocoa framework | ||
99 | * Needed: OpenGL headers and libraries | ||
100 | |||
101 | ========================================================================== | ||
102 | 4. Release Notes | ||
103 | ========================================================================== | ||
104 | |||
105 | Informations about changes in this new version of the engine can be | ||
106 | found in changes.txt. | ||
107 | |||
108 | Please note that the textures, 3D models and levels are copyright | ||
109 | by their authors and not covered by the Irrlicht engine license. | ||
110 | |||
111 | ========================================================================== | ||
112 | 5. License | ||
113 | ========================================================================== | ||
114 | |||
115 | The license of the Irrlicht Engine is based on the zlib/libpng license. | ||
116 | Even though this license does not require you to mention that you are | ||
117 | using the Irrlicht Engine in your product, an acknowledgement | ||
118 | would be highly appreciated. | ||
119 | |||
120 | Please note that the Irrlicht Engine is based in part on the work of | ||
121 | the Independent JPEG Group, the zlib, and libpng. This means that if you use | ||
122 | the Irrlicht Engine in your product, you must acknowledge somewhere | ||
123 | in your documentation that you've used the IJG code and libpng. It would | ||
124 | also be nice to mention that you use the Irrlicht Engine and the zlib. | ||
125 | See the README files in the jpeglib and the zlib for | ||
126 | further informations. | ||
127 | |||
128 | |||
129 | The Irrlicht Engine License | ||
130 | =========================== | ||
131 | |||
132 | Copyright (C) 2002-2012 Nikolaus Gebhardt | ||
133 | |||
134 | This software is provided 'as-is', without any express or implied | ||
135 | warranty. In no event will the authors be held liable for any damages | ||
136 | arising from the use of this software. | ||
137 | |||
138 | Permission is granted to anyone to use this software for any purpose, | ||
139 | including commercial applications, and to alter it and redistribute it | ||
140 | freely, subject to the following restrictions: | ||
141 | |||
142 | 1. The origin of this software must not be misrepresented; you must not | ||
143 | claim that you wrote the original software. If you use this software | ||
144 | in a product, an acknowledgement in the product documentation would be | ||
145 | appreciated but is not required. | ||
146 | 2. Altered source versions must be clearly marked as such, and must not be | ||
147 | misrepresented as being the original software. | ||
148 | 3. This notice may not be removed or altered from any source distribution. | ||
149 | |||
150 | |||
151 | ========================================================================== | ||
152 | 6. Contact | ||
153 | ========================================================================== | ||
154 | |||
155 | If you have problems, questions or suggestions, please visit the | ||
156 | official homepage of the Irrlicht Engine: | ||
157 | |||
158 | http://irrlicht.sourceforge.net | ||
159 | |||
160 | You will find forums, bugtrackers, patches, tutorials, and other stuff | ||
161 | which will help you out. | ||
162 | |||
163 | If want to contact the team of the engine, please send an email to | ||
164 | Nikolaus Gebhardt: | ||
165 | |||
166 | irrlicht@users.sourceforge.net | ||
167 | |||
168 | Please also not that parts of the engine have been written or contributed | ||
169 | by other people. Especially: (There are probably more people, sorry if I forgot one. | ||
170 | See http://irrlicht.sourceforge.net/author.html for more informations) | ||
171 | |||
172 | Christian Stehno (hybrid) Contribution Coordinator/Developer | ||
173 | Michael Zeilfelder (cutealien) GUI Developer | ||
174 | Patryk Nadrowski (Nadro) Developer | ||
175 | Yoran Bosman (Yoran) Webserver administrator | ||
176 | Gareth Davidson (bitplane) Developer/ Forum admin | ||
177 | Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer | ||
178 | Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things | ||
179 | Colin MacDonald (rogerborg) All hands person | ||
180 | Ahmed Hilali (blindside) The shader and advanced effects man | ||
181 | Dean Wadsworth (varmint) OSX port maintainer and game developer | ||
182 | Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin | ||
183 | John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff | ||
184 | Jam Takes care of moderating the forums and keeps them clean from those evil spammers. | ||
185 | |||
186 | Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt) | ||
187 | Etienne Petitjean wrote the MacPort of the engine | ||
188 | Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email. | ||
189 | Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine' | ||
190 | Andy Spurgeon Wrote the Dev-Cpp tutorial. | ||
191 | André Simon Wrote the Codewarrior tutorial. | ||
192 | KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine. | ||
193 | Jon Pry Wrote the code to load compressed TGA files. | ||
194 | Matthew Couch Wrote the tokamak integration tutorial. | ||
195 | Max Winkel Wrote the splitscreen tutorial. | ||
196 | Gorgon Zola Wrote the ODE integration tutorial. | ||
197 | Dean P. Macri Sent in code for curved surfaces and PCX Loading. | ||
198 | Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux. | ||
199 | Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs. | ||
200 | Mario Gruber Suggested triangle fan drawing and sent in code for this. | ||
201 | Ariaci Spotted out a bug in the ATI driver. | ||
202 | Dr Andros C Bragianos Improved texture mapping in cube scene node. | ||
203 | Philipp Dortmann Sent in code for stencil buffer support for OpenGL. | ||
204 | Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org | ||
205 | Vash TheStampede Sent code for missing Draw2DLine() implementations | ||
206 | MattyBoy XBOX support suggestions | ||
207 | Oliver Klems createImageFromData() method suggestion/implementation | ||
208 | Jox really, really a lot of bug fixes, and the LMTS file loader | ||
209 | Zola Quaternion method additions | ||
210 | Tomasz Nowakowski various bug fixes | ||
211 | Nicholas Bray stencil shadow bug fixes with OpenGL | ||
212 | REAPER mouswheel events for scrollbar | ||
213 | Calimero various bug fixes like vector2d operators | ||
214 | Haddock bugfix in the linked list | ||
215 | G.o.D XML parser fix | ||
216 | Erik Zilli Translated some of the tutorials from my stuttering english into real english. :) | ||
217 | Martin Piskernig Linux bugfixing and testing | ||
218 | Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it. | ||
219 | Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it. | ||
220 | Murphy McCauley OCT file loader, MIM tools | ||
221 | Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports | ||
222 | Zhuck Dimitry My3D Tools | ||
223 | Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht | ||
224 | rt Wrote the original .png loader for Irrlicht | ||
225 | Salvatore Russo Wrote the original .dmf loader for Irrlicht | ||
226 | Vox Various bug reports and fixes | ||
227 | atomice Contributed code for a ms3d loader enhancement | ||
228 | William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL. | ||
229 | Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more) | ||
230 | Michael Zoech Improved GLSL support | ||
231 | Jean-loup Gailly, Mark Adler Created the zlib and libpng | ||
232 | Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng | ||
233 | The Independent JPEG Group Created JPEG lib | ||
234 | Dr Brian Gladman AES Created aesGladman | ||
235 | |||