mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-26 18:50:31 +01:00
Drop obsolete docs
This commit is contained in:
parent
d8a21cb25f
commit
d9216362ec
@ -1,4 +0,0 @@
|
|||||||
If you wish to compile the engine in linux yourself,
|
|
||||||
goto the \source directory. Run a 'make' in the subfolder 'Irrlicht'.
|
|
||||||
After this, you should be able to make all example applications in \examples.
|
|
||||||
Then just start an X Server and run them, from the directory where they are.
|
|
@ -1 +0,0 @@
|
|||||||
If you want to compile only the Irrlicht Engine you should use XCode project available at source/Irrlicht/ directory. You can also use examples/BuildAllExamples.xcworkspace file to build the Irrlicht Engine + all examples.
|
|
@ -1,25 +0,0 @@
|
|||||||
The Win32-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
|
|
||||||
You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
|
|
||||||
|
|
||||||
To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
|
|
||||||
|
|
||||||
To re-compile Irrlicht for Win32-VisualStudio:
|
|
||||||
There are several project files for different VS versions in source/Irrlicht.
|
|
||||||
Irrlicht10.0.sln is for VS 2010
|
|
||||||
Irrlicht11.0.sln is for VS 2012
|
|
||||||
Irrlicht12.0.sln is for VS 2013
|
|
||||||
|
|
||||||
To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
|
|
||||||
|
|
||||||
For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
|
|
||||||
|
|
||||||
Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
|
|
||||||
You might want to change that in the project settings and set it to your current version.
|
|
||||||
Make sure you use the same platform toolset in your application and in the engine.
|
|
||||||
Also when compiling examples each example has to use the same platform toolset as was used for the engine.
|
|
||||||
|
|
||||||
Platform should be Win32
|
|
||||||
Configuration is by default "Release"
|
|
||||||
But you can also chose "Debug" if you want Irrlicht with Debug information.
|
|
||||||
Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib
|
|
||||||
|
|
@ -1,16 +0,0 @@
|
|||||||
If you wish to compile Irrlicht for Win32-gcc you have several choices.
|
|
||||||
|
|
||||||
1. You can work from within a MinGW shell.
|
|
||||||
Go to the folder source/Irrlicht and run the Makefile with:
|
|
||||||
make win32
|
|
||||||
Examples can be build by going into the folder of the example (for example examples/01.HelloWorld) and running the Makefile with:
|
|
||||||
make all_win32
|
|
||||||
|
|
||||||
2. Use the Code::Blocks IDE
|
|
||||||
There is a project file called Irrlicht-gcc.cbp in source/Irrlicht to compile just the engine.
|
|
||||||
Be sure to select a Windows target like "Win32 - release - accurate math - dll"
|
|
||||||
|
|
||||||
There is also Code::Blocks workspace file in the examples folder called BuildAllExamples.workspace
|
|
||||||
Again be sure to select a Windows target like "Win32 - release - accurate math - dll"
|
|
||||||
This workspace allows you to compile the engine together with all examples and tools.
|
|
||||||
|
|
@ -1 +0,0 @@
|
|||||||
If you wish to compile Irrlicht for emscripten please check the documenation in examples/01.HelloWorld_emscripten.
|
|
@ -1,63 +0,0 @@
|
|||||||
Checklist for Irrlicht developers doing releases.
|
|
||||||
|
|
||||||
Note: Generally the more platforms, compilers, settings you can test the better. Ask for help for platforms which you don't own.
|
|
||||||
|
|
||||||
- PRE-BUILD TESTS:
|
|
||||||
- - Run tests in the tests folder
|
|
||||||
- - Compile and run examples.
|
|
||||||
- - Compile and run the tools. Note that some tools are in the buildall-examples VS project files on Windows,
|
|
||||||
but on Linux command line you have to compile them individually.
|
|
||||||
|
|
||||||
- VERSION UPDATES:
|
|
||||||
- - check IRRLICHT_SDK_VERSION (in IrrCompileConfig.h)
|
|
||||||
- - check version number in the Makefile
|
|
||||||
- - update readme.txt (version number, supported compilers)
|
|
||||||
- - Add new release information (date+version-number) in changes.txt
|
|
||||||
- - go through folders if other .txt files still make sense (things change and updating those files tends to be forgotten)
|
|
||||||
|
|
||||||
- DOCUMENTATION UPDATES:
|
|
||||||
- - run makedocumentation.sh in scripts\doc\irrlicht
|
|
||||||
- - run maketutorial.sh in scripts\doc\irrlicht (commit changed tutorial.html's)
|
|
||||||
|
|
||||||
- BUILDING THE RELEASE
|
|
||||||
(TBD - should we still release dll's? Newer and older VS builds are no longer compatible anyway)
|
|
||||||
- - run a clean build for buildAllExamples in the examples folder with the
|
|
||||||
target compiler for 32-bit and for release (old VS compiler - so far VS2010)
|
|
||||||
- - when possible compile the dll for MinGW on Windows (in release and with -s for smaller size)
|
|
||||||
- - when possible compile the dll for 64 bit (again with Visual Studio and release)
|
|
||||||
- - create a target directory, like irrlicht-1.8.1 for example
|
|
||||||
- - svn export to the target directory
|
|
||||||
- - copy the subfolders of doctemp into the doc folder of the target directory
|
|
||||||
careful, this should only be one(!) subfolder (we ended up with copies before, maybe Windows/Linux builds use different names?)
|
|
||||||
- - copy all .exe files (except test.exe) from bin\Win32-VisualStudio (.pdb's are not necessary)
|
|
||||||
- - copy Irrlicht.dll from bin\Win32-visualstudio
|
|
||||||
- - copy the files in lib\Win32-visualstudio
|
|
||||||
- - copy Irrlicht.dll from bin\Win64-VisualStudio
|
|
||||||
- - copy the files in lib\Win64-visualstudio
|
|
||||||
- - copy Irrlicht.dll from bin\Win32-gcc
|
|
||||||
- - copy the files in lib\Win32-gcc
|
|
||||||
- - remove the tests folder
|
|
||||||
- - remove scripts folder (if the release comes with docs, if you do a release
|
|
||||||
without docs for smaller filesizes then the script folder has to stay in).
|
|
||||||
- - create a zip file
|
|
||||||
- - figure out how to fix unix access right for shell-scripts in the zip file (my
|
|
||||||
trick so far is: unzip in Linux, set +x for all .sh files, zip again)
|
|
||||||
|
|
||||||
RELEASING:
|
|
||||||
- - upload the zip-file somewhere, then download it again on all platforms and do
|
|
||||||
another quick test with that file (do examples still run, can you compile)
|
|
||||||
- - give the link to the zip out on the mailinglist for others to look at
|
|
||||||
- - Upload new documentation (the content of doc/html) to: web.sourceforge.net
|
|
||||||
(sftp protocol, user and passwd are your sourceforge account, the folder
|
|
||||||
might not be shown - but you can still cd into it!):
|
|
||||||
/home/project-web/i/ir/irrlicht/htdocs
|
|
||||||
Best create first a folder with a new name, copy stuff in there, test (just
|
|
||||||
check the website), rename old folder and give new folder the "docu" name.
|
|
||||||
Then you can delete the old folder if you want.
|
|
||||||
- - upload the zip by logging in to sourceforge and using the "Files" menu (needs
|
|
||||||
admin privileges and it's the 'Files' menu between 'Summary' and 'Reviews').
|
|
||||||
The target is in one of the Irrlicht SDK subfolders. Then click the "i" beside
|
|
||||||
the file and "select all" to make it the active download.
|
|
||||||
- - write a forum post, tell everyone in facebook, reddit, your friends...
|
|
||||||
- - login to wordpress at http://irrlicht.sourceforge.net/wp-login.php, update the
|
|
||||||
downloads section and write a release post.
|
|
File diff suppressed because it is too large
Load Diff
235
irr-readme.txt
235
irr-readme.txt
@ -1,235 +0,0 @@
|
|||||||
==========================================================================
|
|
||||||
The Irrlicht Engine SDK version 1.9
|
|
||||||
==========================================================================
|
|
||||||
|
|
||||||
Welcome to 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 2010(10.0)-2013(12.0)
|
|
||||||
* 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) 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
|
|
||||||
|
|
@ -1,2 +0,0 @@
|
|||||||
You might have to recompile the engine to get library files in here.
|
|
||||||
Check the readme.txt in the corresponding bin folders for more information.
|
|
@ -1,2 +0,0 @@
|
|||||||
You might have to recompile the engine to get library files in here.
|
|
||||||
Check the readme.txt in the corresponding bin folders for more information.
|
|
@ -1,2 +0,0 @@
|
|||||||
You might have to recompile the engine to get library files in here.
|
|
||||||
Check the readme.txt in the corresponding bin folders for more information.
|
|
@ -1,2 +0,0 @@
|
|||||||
You might have to recompile the engine to get library files in here.
|
|
||||||
Check the readme.txt in the corresponding bin folders for more information.
|
|
@ -1,6 +0,0 @@
|
|||||||
This branch is used for development of the OpenGL-ES drivers for Irrlicht.
|
|
||||||
There will be drivers for ogl-es 1.x and 2.x at some time, but we'll start
|
|
||||||
with 1.x first. Both drivers will be separate drivers, loosely based on the
|
|
||||||
OpenGL driver.
|
|
||||||
The branch is based on SVN/trunk and will be updated only very slowly. It's
|
|
||||||
not intended for regular use besides when working with ogl-es development.
|
|
Loading…
Reference in New Issue
Block a user