mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-15 23:10:26 +01:00
Minetest's fork of Irrlicht
6b2a0fab78
Double tessellation numbers for these 3 functions in your code to get same results as in Irrlicht 1.8 I noticed in last commit those all tessellated semi-circles instead of circles. I just documented it there, but it's annoying as that bug doesn't allow odd numbered tessellation. So for example one couldn't create a triangle pyramid. I considered adding another parameter to describe what this number means, but... just too ugly. And it was always documented otherwise, so this could be considered a bug. Sorry if this changes the look of existing apps. Also cleaned up code in CGeometryCreator::createCylinderMesh. No idea what the idea behind old code was. Aside from creating twice the tessellation numbers. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6581 dfc29bdd-3216-0410-991c-e03cc46cb475 |
||
---|---|---|
bin | ||
doc | ||
examples | ||
include | ||
lib | ||
media | ||
scripts | ||
source | ||
tests | ||
tools | ||
changes.txt | ||
readme.txt |
========================================================================== 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 ========================================================================== Information 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 information. 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 information) Michael Zeilfelder (cutealien) Developer/Maintainer Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer Yoran Bosman (Yoran) Webserver administrator Former developers: Nikolaus Gebhardt (niko) Founder Christian Stehno (hybrid) Developer Patryk Nadrowski (Nadro) Developer Gareth Davidson (bitplane) Developer/ Forum admin 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 Gorg<72> Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine' Andy Spurgeon Wrote the Dev-Cpp tutorial. Andr<64> 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