From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- src/others/irrlicht-1.8.1/readme.txt | 235 +++++++++++++++++++++++++++++++++++ 1 file changed, 235 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/readme.txt (limited to 'src/others/irrlicht-1.8.1/readme.txt') diff --git a/src/others/irrlicht-1.8.1/readme.txt b/src/others/irrlicht-1.8.1/readme.txt new file mode 100644 index 0000000..3fbd478 --- /dev/null +++ b/src/others/irrlicht-1.8.1/readme.txt @@ -0,0 +1,235 @@ +========================================================================== +The Irrlicht Engine SDK version 1.8.1 +========================================================================== + + 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. Run 'make' in + that subfolder. After this you should be able to 'make' all + example applications in /examples by calling the buildAllExamples script. You + can run the examples then from the bin folder. + + 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