236 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			236 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| ==========================================================================
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| The Irrlicht Engine SDK version 1.9
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| ==========================================================================
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| 
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|   Welcome to the Irrlicht Engine SDK.
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| 
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|   Content of this file:
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| 
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|   1. Directory Structure Overview
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|   2. How To Start
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|   3. Requirements
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|   4. Release Notes
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|   5. License
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|   6. Contact
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| 
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| 
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| ==========================================================================
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| 1. Directory Structure Overview
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| ==========================================================================
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| 
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|   You will find some directories after uncompressing the archive of the
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|   SDK. These are:
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| 
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|   \bin         The compiled library Irrlicht.DLL and some compiled demo
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|                and example applications, just start them to see the
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|                Irrlicht Engine in action. Windows only.
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|   \doc         Documentation of the Irrlicht Engine.
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|   \examples    Examples and tutorials showing how to use the engine with
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|                C++.
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|   \include     Header files to include when programming with the engine.
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|   \lib         Libs to link with your programs when using the engine.
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|   \media       Graphics and sound resources for the demo applications and
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|                examples.
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|   \source      The source code of the Irrlicht Engine. This code is
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|                not needed to develop applications with the engine,
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|                but it is included to enable recompilation and
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|                debugging, if necessary.
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|   \tools       Useful tools (with sourcecode) for the engine.
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| 
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| 
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| 
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| ==========================================================================
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| 2. How to start
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| ==========================================================================
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| 
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|   To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
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|   directory, and start some applications. There should also be an
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|   application named Demo.exe which should show the most
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|   interesting features of Irrlicht.
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| 
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|   To start developing own applications and games with the engine take
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|   a look at the 01.HelloWorld example in the \examples directory.
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|   There is also a .html file with a tutorial which should be
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|   easily comprehensible.
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| 
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|   The Irrlicht Engine is a static lib under linux. A precompiled version can be
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|   generated from the sources using the Makefile in source/Irrlicht. Run 'make' in 
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|   that subfolder. After this you should be able to 'make' all
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|   example applications in /examples by calling the buildAllExamples script. You 
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|   can run the examples then from the bin folder.
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| 
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|   It is also possible to use Irrlicht as shared object
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|   (libIrrlicht.so.versionNumber). Use the proper makefile target for this by
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|   running 'make sharedlib' in the source folder. See the Makefile for details.
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| 
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|   For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
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|   build the libIrrlicht.a library necessary to create the apps.
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| 
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| ==========================================================================
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| 3. Requirements
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| ==========================================================================
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| 
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|   You can use one of the following compilers/IDEs to develop applications
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|   with Irrlicht or recompile the engine. However, other compilers/IDEs may
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|   work as well, we simply didn't test them.
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| 
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|   * gcc 4.x
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|   * Visual Studio 2010(10.0)-2013(12.0)
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|   * Code::Blocks (& gcc or visual studio toolkit)
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|   
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|   If you ever want to (re)compile the engine yourself (which means you don't
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|   want to use the precompiled version) you need the following:
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| 
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|   * Windows:
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| 	* Needed: PlatformSDK (which usually comes with all IDEs, download
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| 			it separately for MSVC Express 2005)
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| 	* Optional: DirectX SDK, for D3D9 support
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| 	* Optional: DirectX SDK prior to May 2006, for D3D8 support
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| 
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|   * Linux:
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| 	* Needed: XServer with include files
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| 	* Optional: OpenGL headers and libraries (libGL.so) for OpenGL support
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| 		GLX +
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| 		XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
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| 		(X11 support libraries, the latter two for fullscreen mode)
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| 
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|   * OSX:
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| 	* Needed: XCode and Cocoa framework
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| 	* Needed: OpenGL headers and libraries
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| 
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| ==========================================================================
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| 4. Release Notes
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| ==========================================================================
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| 
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|   Informations about changes in this new version of the engine can be
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|   found in changes.txt.
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| 
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|   Please note that the textures, 3D models and levels are copyright
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|   by their authors and not covered by the Irrlicht engine license.
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| 
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| ==========================================================================
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| 5. License
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| ==========================================================================
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| 
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|   The license of the Irrlicht Engine is based on the zlib/libpng license.
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|   Even though this license does not require you to mention that you are
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|   using the Irrlicht Engine in your product, an acknowledgement
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|   would be highly appreciated.
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| 
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|   Please note that the Irrlicht Engine is based in part on the work of
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|   the Independent JPEG Group, the zlib, and libpng. This means that if you use
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|   the Irrlicht Engine in your product, you must acknowledge somewhere
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|   in your documentation that you've used the IJG code and libpng. It would
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|   also be nice to mention that you use the Irrlicht Engine and the zlib.
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|   See the README files in the jpeglib and the zlib for
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|   further informations.
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| 
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| 
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|   The Irrlicht Engine License
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|   ===========================
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| 
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|   Copyright (C) 2002-2012 Nikolaus Gebhardt
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| 
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|   This software is provided 'as-is', without any express or implied
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|   warranty.  In no event will the authors be held liable for any damages
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|   arising from the use of this software.
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| 
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|   Permission is granted to anyone to use this software for any purpose,
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|   including commercial applications, and to alter it and redistribute it
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|   freely, subject to the following restrictions:
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| 
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|   1. The origin of this software must not be misrepresented; you must not
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|      claim that you wrote the original software. If you use this software
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|      in a product, an acknowledgement in the product documentation would be
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|      appreciated but is not required.
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|   2. Altered source versions must be clearly marked as such, and must not be
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|      misrepresented as being the original software.
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|   3. This notice may not be removed or altered from any source distribution.
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| 
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| 
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| ==========================================================================
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| 6. Contact
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| ==========================================================================
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| 
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|   If you have problems, questions or suggestions, please visit the
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|   official homepage of the Irrlicht Engine:
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| 
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|   http://irrlicht.sourceforge.net
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| 
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|   You will find forums, bugtrackers, patches, tutorials, and other stuff
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|   which will help you out.
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| 
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|   If want to contact the team of the engine, please send an email to
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|   Nikolaus Gebhardt:
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| 
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|   irrlicht@users.sourceforge.net
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| 
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|   Please also not that parts of the engine have been written or contributed
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|   by other people. Especially: (There are probably more people, sorry if I forgot one.
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|   See http://irrlicht.sourceforge.net/author.html for more informations)
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| 
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|   Christian Stehno (hybrid)   Contribution Coordinator/Developer
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|   Michael Zeilfelder (cutealien) Developer
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|   Patryk Nadrowski (Nadro)    Developer  
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|   Yoran Bosman (Yoran)        Webserver administrator
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|   Gareth Davidson (bitplane)  Developer/ Forum admin
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|   Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
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|   Luke P. Hoschke (luke)      Wrote the b3d loader, the new animation system, VBOs and other things
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|   Colin MacDonald (rogerborg) All hands person
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|   Ahmed Hilali (blindside)    The shader and advanced effects man
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|   Dean Wadsworth (varmint)    OSX port maintainer and game developer
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|   Alvaro F. Celis (afecelis)  Lots of work in the community, for example video tutorials about Irrlicht, forum admin
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|   John Goewert (Saigumi)      Wrote some tutorials for the Irrlicht Engine and doing admin stuff
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|   Jam                         Takes care of moderating the forums and keeps them clean from those evil spammers.
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| 
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|   Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)
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|   Etienne Petitjean wrote the MacPort of the engine
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|   Mark Jeacocke	Wrote lots of helpful comments and ideas in the forums and per email.
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|   Julio Gorg<72>	Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
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|   Andy Spurgeon	Wrote the Dev-Cpp tutorial.
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|   Andr<64> Simon	Wrote the Codewarrior tutorial.
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|   KnightToFlight	Created the unoffical terrain renderer addon for the Irrlicht Engine.
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|   Jon Pry	Wrote the code to load compressed TGA files.
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|   Matthew Couch	Wrote the tokamak integration tutorial.
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|   Max Winkel	Wrote the splitscreen tutorial.
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|   Gorgon Zola	Wrote the ODE integration tutorial.
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|   Dean P. Macri	Sent in code for curved surfaces and PCX Loading.
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|   Sirshane	Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
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|   Matthias Gall	Sent in code for a spline scene node animator and reported lots of bugs.
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|   Mario Gruber	Suggested triangle fan drawing and sent in code for this.
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|   Ariaci	Spotted out a bug in the ATI driver.
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|   Dr Andros C Bragianos	Improved texture mapping in cube scene node.
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|   Philipp Dortmann	Sent in code for stencil buffer support for OpenGL.
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|   Jerome Nichols	Created the Irrlicht/Ruby interface located at irr.rubyforge.org
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|   Vash TheStampede	Sent code for missing Draw2DLine() implementations
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|   MattyBoy	XBOX support suggestions
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|   Oliver Klems	createImageFromData() method suggestion/implementation
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|   Jox	really, really a lot of bug fixes, and the LMTS file loader
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|   Zola	Quaternion method additions
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|   Tomasz Nowakowski	various bug fixes
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|   Nicholas Bray	stencil shadow bug fixes with OpenGL
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|   REAPER	mouswheel events for scrollbar
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|   Calimero	various bug fixes like vector2d operators
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|   Haddock	bugfix in the linked list
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|   G.o.D	XML parser fix
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|   Erik Zilli	Translated some of the tutorials from my stuttering english into real english. :)
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|   Martin Piskernig	Linux bugfixing and testing
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|   Soconne	Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
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|   Spintz	GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
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|   Murphy McCauley	OCT file loader, MIM tools
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|   Saurav Mohapatra	IrrCSM, and lots of addons, suggestions and bug reports
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|   Zhuck Dimitry	My3D Tools
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|   Terry Welsh	Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
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|   rt	Wrote the original .png loader for Irrlicht
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|   Salvatore Russo	Wrote the original .dmf loader for Irrlicht
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|   Vox	Various bug reports and fixes
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|   atomice	Contributed code for a ms3d loader enhancement
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|   William Finlayson	OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
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|   Delight	Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
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|   Michael Zoech	Improved GLSL support
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|   Jean-loup Gailly, Mark Adler	Created the zlib and libpng
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|   Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others	Created libpng
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|   The Independent JPEG Group	Created JPEG lib
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|   Dr Brian Gladman AES Created aesGladman
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|   
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