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1==========================================================================
2The 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==========================================================================
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. 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==========================================================================
703. 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==========================================================================
1024. 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==========================================================================
1125. 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==========================================================================
1526. 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