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authorDavid Walter Seikel2013-01-13 17:24:39 +1000
committerDavid Walter Seikel2013-01-13 17:24:39 +1000
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1==========================================================================
2The Irrlicht Engine SDK version 1.8
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==========================================================================
181. 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==========================================================================
432. 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. Unzip the
58 file source.zip in the /source directory. Run 'make' in the newly created
59 subfolder source/Irrlicht. After this you should be able to 'make' all
60 example applications in /examples. You can run the examples directly from the
61 directory they are created in.
62
63 It is also possible to use Irrlicht as shared object
64 (libIrrlicht.so.versionNumber). Use the proper makefile target for this by
65 running 'make sharedlib' in the source folder. See the Makefile for details.
66
67 For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
68 build the libIrrlicht.a library necessary to create the apps.
69
70==========================================================================
713. Requirements
72==========================================================================
73
74 You can use one of the following compilers/IDEs to develop applications
75 with Irrlicht or recompile the engine. However, other compilers/IDEs may
76 work as well, we simply didn't test them.
77
78 * gcc 4.x
79 * Visual Studio 2008(9.0)-2012(11.0)
80 * Code::Blocks (& gcc or visual studio toolkit)
81
82 If you ever want to (re)compile the engine yourself (which means you don't
83 want to use the precompiled version) you need the following:
84
85 * Windows:
86 * Needed: PlatformSDK (which usually comes with all IDEs, download
87 it separately for MSVC Express 2005)
88 * Optional: DirectX SDK, for D3D9 support
89 * Optional: DirectX SDK prior to May 2006, for D3D8 support
90
91 * Linux:
92 * Needed: XServer with include files
93 * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support
94 GLX +
95 XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
96 (X11 support libraries, the latter two for fullscreen mode)
97
98 * OSX:
99 * Needed: XCode and Cocoa framework
100 * Needed: OpenGL headers and libraries
101
102==========================================================================
1034. Release Notes
104==========================================================================
105
106 Informations about changes in this new version of the engine can be
107 found in changes.txt.
108
109 Please note that the textures, 3D models and levels are copyright
110 by their authors and not covered by the Irrlicht engine license.
111
112==========================================================================
1135. License
114==========================================================================
115
116 The license of the Irrlicht Engine is based on the zlib/libpng license.
117 Even though this license does not require you to mention that you are
118 using the Irrlicht Engine in your product, an acknowledgement
119 would be highly appreciated.
120
121 Please note that the Irrlicht Engine is based in part on the work of
122 the Independent JPEG Group, the zlib, and libpng. This means that if you use
123 the Irrlicht Engine in your product, you must acknowledge somewhere
124 in your documentation that you've used the IJG code and libpng. It would
125 also be nice to mention that you use the Irrlicht Engine and the zlib.
126 See the README files in the jpeglib and the zlib for
127 further informations.
128
129
130 The Irrlicht Engine License
131 ===========================
132
133 Copyright (C) 2002-2012 Nikolaus Gebhardt
134
135 This software is provided 'as-is', without any express or implied
136 warranty. In no event will the authors be held liable for any damages
137 arising from the use of this software.
138
139 Permission is granted to anyone to use this software for any purpose,
140 including commercial applications, and to alter it and redistribute it
141 freely, subject to the following restrictions:
142
143 1. The origin of this software must not be misrepresented; you must not
144 claim that you wrote the original software. If you use this software
145 in a product, an acknowledgement in the product documentation would be
146 appreciated but is not required.
147 2. Altered source versions must be clearly marked as such, and must not be
148 misrepresented as being the original software.
149 3. This notice may not be removed or altered from any source distribution.
150
151
152==========================================================================
1536. Contact
154==========================================================================
155
156 If you have problems, questions or suggestions, please visit the
157 official homepage of the Irrlicht Engine:
158
159 http://irrlicht.sourceforge.net
160
161 You will find forums, bugtrackers, patches, tutorials, and other stuff
162 which will help you out.
163
164 If want to contact the team of the engine, please send an email to
165 Nikolaus Gebhardt:
166
167 irrlicht@users.sourceforge.net
168
169 Please also not that parts of the engine have been written or contributed
170 by other people. Especially: (There are probably more people, sorry if I forgot one.
171 See http://irrlicht.sourceforge.net/author.html for more informations)
172
173 Christian Stehno (hybrid) Contribution Coordinator/Developer
174 Michael Zeilfelder (cutealien) GUI Developer
175 Patryk Nadrowski (Nadro) Developer
176 Yoran Bosman (Yoran) Webserver administrator
177 Gareth Davidson (bitplane) Developer/ Forum admin
178 Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
179 Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
180 Colin MacDonald (rogerborg) All hands person
181 Ahmed Hilali (blindside) The shader and advanced effects man
182 Dean Wadsworth (varmint) OSX port maintainer and game developer
183 Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin
184 John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff
185 Jam Takes care of moderating the forums and keeps them clean from those evil spammers.
186
187 Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)
188 Etienne Petitjean wrote the MacPort of the engine
189 Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
190 Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
191 Andy Spurgeon Wrote the Dev-Cpp tutorial.
192 André Simon Wrote the Codewarrior tutorial.
193 KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.
194 Jon Pry Wrote the code to load compressed TGA files.
195 Matthew Couch Wrote the tokamak integration tutorial.
196 Max Winkel Wrote the splitscreen tutorial.
197 Gorgon Zola Wrote the ODE integration tutorial.
198 Dean P. Macri Sent in code for curved surfaces and PCX Loading.
199 Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
200 Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.
201 Mario Gruber Suggested triangle fan drawing and sent in code for this.
202 Ariaci Spotted out a bug in the ATI driver.
203 Dr Andros C Bragianos Improved texture mapping in cube scene node.
204 Philipp Dortmann Sent in code for stencil buffer support for OpenGL.
205 Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org
206 Vash TheStampede Sent code for missing Draw2DLine() implementations
207 MattyBoy XBOX support suggestions
208 Oliver Klems createImageFromData() method suggestion/implementation
209 Jox really, really a lot of bug fixes, and the LMTS file loader
210 Zola Quaternion method additions
211 Tomasz Nowakowski various bug fixes
212 Nicholas Bray stencil shadow bug fixes with OpenGL
213 REAPER mouswheel events for scrollbar
214 Calimero various bug fixes like vector2d operators
215 Haddock bugfix in the linked list
216 G.o.D XML parser fix
217 Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)
218 Martin Piskernig Linux bugfixing and testing
219 Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
220 Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
221 Murphy McCauley OCT file loader, MIM tools
222 Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports
223 Zhuck Dimitry My3D Tools
224 Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
225 rt Wrote the original .png loader for Irrlicht
226 Salvatore Russo Wrote the original .dmf loader for Irrlicht
227 Vox Various bug reports and fixes
228 atomice Contributed code for a ms3d loader enhancement
229 William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
230 Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
231 Michael Zoech Improved GLSL support
232 Jean-loup Gailly, Mark Adler Created the zlib and libpng
233 Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
234 The Independent JPEG Group Created JPEG lib
235 Dr Brian Gladman AES Created aesGladman
236