From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/readme.txt | 472 +++++++++++++++++++------------------- 1 file changed, 236 insertions(+), 236 deletions(-) (limited to 'libraries/irrlicht-1.8/readme.txt') diff --git a/libraries/irrlicht-1.8/readme.txt b/libraries/irrlicht-1.8/readme.txt index f63398e..5e5b036 100644 --- a/libraries/irrlicht-1.8/readme.txt +++ b/libraries/irrlicht-1.8/readme.txt @@ -1,236 +1,236 @@ -========================================================================== -The Irrlicht Engine SDK version 1.8 -========================================================================== - - Welcome the Irrlicht Engine SDK. - - Content of this file: - - 1. Directory Structure Overview - 2. How To Start - 3. Requirements - 4. Release Notes - 5. License - 6. Contact - - -========================================================================== -1. Directory Structure Overview -========================================================================== - - You will find some directories after uncompressing the archive of the - SDK. These are: - - \bin The compiled library Irrlicht.DLL and some compiled demo - and example applications, just start them to see the - Irrlicht Engine in action. Windows only. - \doc Documentation of the Irrlicht Engine. - \examples Examples and tutorials showing how to use the engine with - C++. - \include Header files to include when programming with the engine. - \lib Libs to link with your programs when using the engine. - \media Graphics and sound resources for the demo applications and - examples. - \source The source code of the Irrlicht Engine. This code is - not needed to develop applications with the engine, - but it is included to enable recompilation and - debugging, if necessary. - \tools Useful tools (with sourcecode) for the engine. - - - -========================================================================== -2. How to start -========================================================================== - - To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio - directory, and start some applications. There should also be an - application named Demo.exe which should show the most - interesting features of Irrlicht. - - To start developing own applications and games with the engine take - a look at the 01.HelloWorld example in the \examples directory. - There is also a .html file with a tutorial which should be - easily comprehensible. - - The Irrlicht Engine is a static lib under linux. A precompiled version can be - generated from the sources using the Makefile in source/Irrlicht. Unzip the - file source.zip in the /source directory. Run 'make' in the newly created - subfolder source/Irrlicht. After this you should be able to 'make' all - example applications in /examples. You can run the examples directly from the - directory they are created in. - - It is also possible to use Irrlicht as shared object - (libIrrlicht.so.versionNumber). Use the proper makefile target for this by - running 'make sharedlib' in the source folder. See the Makefile for details. - - For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will - build the libIrrlicht.a library necessary to create the apps. - -========================================================================== -3. Requirements -========================================================================== - - You can use one of the following compilers/IDEs to develop applications - with Irrlicht or recompile the engine. However, other compilers/IDEs may - work as well, we simply didn't test them. - - * gcc 4.x - * Visual Studio 2008(9.0)-2012(11.0) - * Code::Blocks (& gcc or visual studio toolkit) - - If you ever want to (re)compile the engine yourself (which means you don't - want to use the precompiled version) you need the following: - - * Windows: - * Needed: PlatformSDK (which usually comes with all IDEs, download - it separately for MSVC Express 2005) - * Optional: DirectX SDK, for D3D9 support - * Optional: DirectX SDK prior to May 2006, for D3D8 support - - * Linux: - * Needed: XServer with include files - * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support - GLX + - XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr - (X11 support libraries, the latter two for fullscreen mode) - - * OSX: - * Needed: XCode and Cocoa framework - * Needed: OpenGL headers and libraries - -========================================================================== -4. Release Notes -========================================================================== - - Informations about changes in this new version of the engine can be - found in changes.txt. - - Please note that the textures, 3D models and levels are copyright - by their authors and not covered by the Irrlicht engine license. - -========================================================================== -5. License -========================================================================== - - The license of the Irrlicht Engine is based on the zlib/libpng license. - Even though this license does not require you to mention that you are - using the Irrlicht Engine in your product, an acknowledgement - would be highly appreciated. - - Please note that the Irrlicht Engine is based in part on the work of - the Independent JPEG Group, the zlib, and libpng. This means that if you use - the Irrlicht Engine in your product, you must acknowledge somewhere - in your documentation that you've used the IJG code and libpng. It would - also be nice to mention that you use the Irrlicht Engine and the zlib. - See the README files in the jpeglib and the zlib for - further informations. - - - The Irrlicht Engine License - =========================== - - Copyright (C) 2002-2012 Nikolaus Gebhardt - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgement in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be clearly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. - - -========================================================================== -6. Contact -========================================================================== - - If you have problems, questions or suggestions, please visit the - official homepage of the Irrlicht Engine: - - http://irrlicht.sourceforge.net - - You will find forums, bugtrackers, patches, tutorials, and other stuff - which will help you out. - - If want to contact the team of the engine, please send an email to - Nikolaus Gebhardt: - - irrlicht@users.sourceforge.net - - Please also not that parts of the engine have been written or contributed - by other people. Especially: (There are probably more people, sorry if I forgot one. - See http://irrlicht.sourceforge.net/author.html for more informations) - - Christian Stehno (hybrid) Contribution Coordinator/Developer - Michael Zeilfelder (cutealien) GUI Developer - Patryk Nadrowski (Nadro) Developer - Yoran Bosman (Yoran) Webserver administrator - Gareth Davidson (bitplane) Developer/ Forum admin - Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer - Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things - Colin MacDonald (rogerborg) All hands person - Ahmed Hilali (blindside) The shader and advanced effects man - Dean Wadsworth (varmint) OSX port maintainer and game developer - Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin - John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff - Jam Takes care of moderating the forums and keeps them clean from those evil spammers. - - Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt) - Etienne Petitjean wrote the MacPort of the engine - Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email. - Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine' - Andy Spurgeon Wrote the Dev-Cpp tutorial. - André Simon Wrote the Codewarrior tutorial. - KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine. - Jon Pry Wrote the code to load compressed TGA files. - Matthew Couch Wrote the tokamak integration tutorial. - Max Winkel Wrote the splitscreen tutorial. - Gorgon Zola Wrote the ODE integration tutorial. - Dean P. Macri Sent in code for curved surfaces and PCX Loading. - Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux. - Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs. - Mario Gruber Suggested triangle fan drawing and sent in code for this. - Ariaci Spotted out a bug in the ATI driver. - Dr Andros C Bragianos Improved texture mapping in cube scene node. - Philipp Dortmann Sent in code for stencil buffer support for OpenGL. - Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org - Vash TheStampede Sent code for missing Draw2DLine() implementations - MattyBoy XBOX support suggestions - Oliver Klems createImageFromData() method suggestion/implementation - Jox really, really a lot of bug fixes, and the LMTS file loader - Zola Quaternion method additions - Tomasz Nowakowski various bug fixes - Nicholas Bray stencil shadow bug fixes with OpenGL - REAPER mouswheel events for scrollbar - Calimero various bug fixes like vector2d operators - Haddock bugfix in the linked list - G.o.D XML parser fix - Erik Zilli Translated some of the tutorials from my stuttering english into real english. :) - Martin Piskernig Linux bugfixing and testing - Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it. - Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it. - Murphy McCauley OCT file loader, MIM tools - Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports - Zhuck Dimitry My3D Tools - Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht - rt Wrote the original .png loader for Irrlicht - Salvatore Russo Wrote the original .dmf loader for Irrlicht - Vox Various bug reports and fixes - atomice Contributed code for a ms3d loader enhancement - William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL. - Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more) - Michael Zoech Improved GLSL support - Jean-loup Gailly, Mark Adler Created the zlib and libpng - Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng - The Independent JPEG Group Created JPEG lib - Dr Brian Gladman AES Created aesGladman - +========================================================================== +The Irrlicht Engine SDK version 1.8 +========================================================================== + + Welcome the Irrlicht Engine SDK. + + Content of this file: + + 1. Directory Structure Overview + 2. How To Start + 3. Requirements + 4. Release Notes + 5. License + 6. Contact + + +========================================================================== +1. Directory Structure Overview +========================================================================== + + You will find some directories after uncompressing the archive of the + SDK. These are: + + \bin The compiled library Irrlicht.DLL and some compiled demo + and example applications, just start them to see the + Irrlicht Engine in action. Windows only. + \doc Documentation of the Irrlicht Engine. + \examples Examples and tutorials showing how to use the engine with + C++. + \include Header files to include when programming with the engine. + \lib Libs to link with your programs when using the engine. + \media Graphics and sound resources for the demo applications and + examples. + \source The source code of the Irrlicht Engine. This code is + not needed to develop applications with the engine, + but it is included to enable recompilation and + debugging, if necessary. + \tools Useful tools (with sourcecode) for the engine. + + + +========================================================================== +2. How to start +========================================================================== + + To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio + directory, and start some applications. There should also be an + application named Demo.exe which should show the most + interesting features of Irrlicht. + + To start developing own applications and games with the engine take + a look at the 01.HelloWorld example in the \examples directory. + There is also a .html file with a tutorial which should be + easily comprehensible. + + The Irrlicht Engine is a static lib under linux. A precompiled version can be + generated from the sources using the Makefile in source/Irrlicht. Unzip the + file source.zip in the /source directory. Run 'make' in the newly created + subfolder source/Irrlicht. After this you should be able to 'make' all + example applications in /examples. You can run the examples directly from the + directory they are created in. + + It is also possible to use Irrlicht as shared object + (libIrrlicht.so.versionNumber). Use the proper makefile target for this by + running 'make sharedlib' in the source folder. See the Makefile for details. + + For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will + build the libIrrlicht.a library necessary to create the apps. + +========================================================================== +3. Requirements +========================================================================== + + You can use one of the following compilers/IDEs to develop applications + with Irrlicht or recompile the engine. However, other compilers/IDEs may + work as well, we simply didn't test them. + + * gcc 4.x + * Visual Studio 2008(9.0)-2012(11.0) + * Code::Blocks (& gcc or visual studio toolkit) + + If you ever want to (re)compile the engine yourself (which means you don't + want to use the precompiled version) you need the following: + + * Windows: + * Needed: PlatformSDK (which usually comes with all IDEs, download + it separately for MSVC Express 2005) + * Optional: DirectX SDK, for D3D9 support + * Optional: DirectX SDK prior to May 2006, for D3D8 support + + * Linux: + * Needed: XServer with include files + * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support + GLX + + XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr + (X11 support libraries, the latter two for fullscreen mode) + + * OSX: + * Needed: XCode and Cocoa framework + * Needed: OpenGL headers and libraries + +========================================================================== +4. Release Notes +========================================================================== + + Informations about changes in this new version of the engine can be + found in changes.txt. + + Please note that the textures, 3D models and levels are copyright + by their authors and not covered by the Irrlicht engine license. + +========================================================================== +5. License +========================================================================== + + The license of the Irrlicht Engine is based on the zlib/libpng license. + Even though this license does not require you to mention that you are + using the Irrlicht Engine in your product, an acknowledgement + would be highly appreciated. + + Please note that the Irrlicht Engine is based in part on the work of + the Independent JPEG Group, the zlib, and libpng. This means that if you use + the Irrlicht Engine in your product, you must acknowledge somewhere + in your documentation that you've used the IJG code and libpng. It would + also be nice to mention that you use the Irrlicht Engine and the zlib. + See the README files in the jpeglib and the zlib for + further informations. + + + The Irrlicht Engine License + =========================== + + Copyright (C) 2002-2012 Nikolaus Gebhardt + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgement in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be clearly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. + + +========================================================================== +6. Contact +========================================================================== + + If you have problems, questions or suggestions, please visit the + official homepage of the Irrlicht Engine: + + http://irrlicht.sourceforge.net + + You will find forums, bugtrackers, patches, tutorials, and other stuff + which will help you out. + + If want to contact the team of the engine, please send an email to + Nikolaus Gebhardt: + + irrlicht@users.sourceforge.net + + Please also not that parts of the engine have been written or contributed + by other people. Especially: (There are probably more people, sorry if I forgot one. + See http://irrlicht.sourceforge.net/author.html for more informations) + + Christian Stehno (hybrid) Contribution Coordinator/Developer + Michael Zeilfelder (cutealien) GUI Developer + Patryk Nadrowski (Nadro) Developer + Yoran Bosman (Yoran) Webserver administrator + Gareth Davidson (bitplane) Developer/ Forum admin + Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer + Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things + Colin MacDonald (rogerborg) All hands person + Ahmed Hilali (blindside) The shader and advanced effects man + Dean Wadsworth (varmint) OSX port maintainer and game developer + Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin + John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff + Jam Takes care of moderating the forums and keeps them clean from those evil spammers. + + Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt) + Etienne Petitjean wrote the MacPort of the engine + Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email. + Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine' + Andy Spurgeon Wrote the Dev-Cpp tutorial. + André Simon Wrote the Codewarrior tutorial. + KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine. + Jon Pry Wrote the code to load compressed TGA files. + Matthew Couch Wrote the tokamak integration tutorial. + Max Winkel Wrote the splitscreen tutorial. + Gorgon Zola Wrote the ODE integration tutorial. + Dean P. Macri Sent in code for curved surfaces and PCX Loading. + Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux. + Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs. + Mario Gruber Suggested triangle fan drawing and sent in code for this. + Ariaci Spotted out a bug in the ATI driver. + Dr Andros C Bragianos Improved texture mapping in cube scene node. + Philipp Dortmann Sent in code for stencil buffer support for OpenGL. + Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org + Vash TheStampede Sent code for missing Draw2DLine() implementations + MattyBoy XBOX support suggestions + Oliver Klems createImageFromData() method suggestion/implementation + Jox really, really a lot of bug fixes, and the LMTS file loader + Zola Quaternion method additions + Tomasz Nowakowski various bug fixes + Nicholas Bray stencil shadow bug fixes with OpenGL + REAPER mouswheel events for scrollbar + Calimero various bug fixes like vector2d operators + Haddock bugfix in the linked list + G.o.D XML parser fix + Erik Zilli Translated some of the tutorials from my stuttering english into real english. :) + Martin Piskernig Linux bugfixing and testing + Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it. + Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it. + Murphy McCauley OCT file loader, MIM tools + Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports + Zhuck Dimitry My3D Tools + Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht + rt Wrote the original .png loader for Irrlicht + Salvatore Russo Wrote the original .dmf loader for Irrlicht + Vox Various bug reports and fixes + atomice Contributed code for a ms3d loader enhancement + William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL. + Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more) + Michael Zoech Improved GLSL support + Jean-loup Gailly, Mark Adler Created the zlib and libpng + Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng + The Independent JPEG Group Created JPEG lib + Dr Brian Gladman AES Created aesGladman + -- cgit v1.1