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authorDavid Walter Seikel2013-01-13 18:54:10 +1000
committerDavid Walter Seikel2013-01-13 18:54:10 +1000
commit959831f4ef5a3e797f576c3de08cd65032c997ad (patch)
treee7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/source/source.txt
parentAdd info about changes to Irrlicht. (diff)
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Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to 'libraries/irrlicht-1.8/source/source.txt')
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1 files changed, 53 insertions, 53 deletions
diff --git a/libraries/irrlicht-1.8/source/source.txt b/libraries/irrlicht-1.8/source/source.txt
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--- a/libraries/irrlicht-1.8/source/source.txt
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1Source code of the Irrlicht Engine 1Source code of the Irrlicht Engine
2 2
3The complete source of the Irrlicht Engine can be found in this directory. 3The complete source of the Irrlicht Engine can be found in this directory.
4Please note that YOU DO NOT NEED THIS SOURCE to develop 3d applications with 4Please note that YOU DO NOT NEED THIS SOURCE to develop 3d applications with
5the Irrlicht Engine. Instead, please use the .dll in the \bin directory, the 5the Irrlicht Engine. Instead, please use the .dll in the \bin directory, the
6.lib in the \lib directory and the header files in the \include directory. 6.lib in the \lib directory and the header files in the \include directory.
7 7
8You will find a good tutorial how to set up your development environment and to 8You will find a good tutorial how to set up your development environment and to
9use the engine in the \examples directory. (Try 01.helloworld) 9use the engine in the \examples directory. (Try 01.helloworld)
10 10
11The source of the engine is included because for the following reasons: 11The source of the engine is included because for the following reasons:
12 12
13 - To let developers be able to debug the engine. 13 - To let developers be able to debug the engine.
14 - To let developers be able to make changes to the engine. 14 - To let developers be able to make changes to the engine.
15 - To let developers be able to compile their own versions of the engine. 15 - To let developers be able to compile their own versions of the engine.
16 16
17 17
18 18
19HOW TO COMPILE THE ENGINE WITH LINUX 19HOW TO COMPILE THE ENGINE WITH LINUX
20 20
21If you wish to compile the engine for Linux yourself, run a 'make' in the 21If you wish to compile the engine for Linux yourself, run a 'make' in the
22folder 'source/Irrlicht'. After this, you should be able to make all example 22folder 'source/Irrlicht'. After this, you should be able to make all example
23applications in examples. Then just run them from the directory where they are 23applications in examples. Then just run them from the directory where they are
24built. 24built.
25For the necessary compiler and linker flags please check the provided Makefiles 25For the necessary compiler and linker flags please check the provided Makefiles
26in the examples directories. 26in the examples directories.
27 27
28Only the Software Drivers and the Null Driver will work on all Linux machines, 28Only the Software Drivers and the Null Driver will work on all Linux machines,
29while OpenGL support requires either GLX support of the X11 server (try glxinfo) 29while OpenGL support requires either GLX support of the X11 server (try glxinfo)
30or a software OpenGL solution such as Mesa. 30or a software OpenGL solution such as Mesa.
31 31
32If you get a compiling/linking problem like 32If you get a compiling/linking problem like
33 33
34 undefined reference to `glXGetProcAddress' 34 undefined reference to `glXGetProcAddress'
35 35
36This is a problem introduced by the NVidia drivers. There are several solutions: 36This is a problem introduced by the NVidia drivers. There are several solutions:
37A) Update your drivers. All versions with GLX 1.4 support (i.e. beginning with 37A) Update your drivers. All versions with GLX 1.4 support (i.e. beginning with
38 12/2005) will work. 38 12/2005) will work.
39B) Define the symbol _IRR_GETPROCADDRESS_WORKAROUND_ during compilation of 39B) Define the symbol _IRR_GETPROCADDRESS_WORKAROUND_ during compilation of
40 COpenGLDriver.cpp, either by adding it to the compiler command line or by 40 COpenGLDriver.cpp, either by adding it to the compiler command line or by
41 uncommenting the line defining this symbol inside the OpenGL driver source. 41 uncommenting the line defining this symbol inside the OpenGL driver source.
42 This will force the use of glXGetProcAddressARB which has better chances to 42 This will force the use of glXGetProcAddressARB which has better chances to
43 work on older systems. 43 work on older systems.
44 44
45If you get compiling or runtime problems regarding XF86VidMode, Xxf86vm.so, or 45If you get compiling or runtime problems regarding XF86VidMode, Xxf86vm.so, or
46the XFree86 VidMode extension you have also several solutions: 46the XFree86 VidMode extension you have also several solutions:
47A) Install the extension for your X server or the developer package in case of 47A) Install the extension for your X server or the developer package in case of
48 compiler/linker problems. 48 compiler/linker problems.
49B) Disable the VidMode usage by disabling the define _IRR_LINUX_X11_VIDMODE_ in 49B) Disable the VidMode usage by disabling the define _IRR_LINUX_X11_VIDMODE_ in
50 include/IrrCompileConfig.h 50 include/IrrCompileConfig.h
51 In this case you might give the RandR extension a try (by enabling the 51 In this case you might give the RandR extension a try (by enabling the
52 next define in that file) which also provides fullscreen support under Linux. 52 next define in that file) which also provides fullscreen support under Linux.
53 If both extensions fail you won't have fullscreen support for Irrlicht. 53 If both extensions fail you won't have fullscreen support for Irrlicht.