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libogre1-devel-0.13.0-1mdk.i586.rpm

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<p align="center" class="header">OGRE (Object-Oriented Graphics Rendering Engine)</p><p align="center" class="header">Source 
Distribution README file</p><p align="center" class="header"><a href="http://www.ogre3d.org">http://www.ogre3d.org</a></p><p align="left" class="MainHeader">Summary</p><p>OGRE 
(Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine 
written in C++ designed to make it easier and more intuitive for developers to 
produce games and demos utilising 3D hardware. The class library abstracts all 
the details of using the underlying system libraries like Direct3D and OpenGL 
and provides an interface based on world objects and other intuitive classes. 
</p><p align="left" class="MainHeader">Index Of Contents</p><p class="NewsDate"><a href="ChangeLog.html">What's 
New?</a></p><p>A summary of the new and altered features in this release. </p><p class="NewsDate"><a href="Readme/Readme_Features.html">Features</a></p><p class="MainContent">A 
summary of OGRE's main features.</p><p class="NewsDate"><a href="Readme/ReadMe_Building.html">Building 
the core OGRE libraries</a></p><p class="MainContent">This section covers building 
the libraries and plugins which make up the core OGRE system.</p><p class="NewsDate"><a href="Readme/Readme_Samples.html">The 
Samples</a></p><p class="MainContent">Summarises the purpose of each of the samples 
provided with OGRE and the example application framework used to build them.</p><p class="NewsDate"><a href="Tutorials/index.html">Tutorials 
</a> </p><p class="MainContent">A set of tutorials designed to help you write 
your own OGRE applications.</p><p class="NewsDate"><A HREF="manual/index.html">The 
OGRE Manual</A></p><P>A descriptive reference to the major parts of the engine 
such as scripts. </P><p class="NewsDate"><a href="api/html/index.html">API Reference</a></p><p class="MainContent">The 
full OGRE API documentation, as generated from the (heavily!) commented source.</p><p class="NewsDate"><a href="Readme/Readme_Plugins.html">Building 
Your Own Plugins</a></p><p class="MainContent">Advice on how to extend the engine 
by building plugins. </p><p class="NewsDate"><a href="FAQ.html">Frequently Asked 
Questions</a></p><p class="MainContent">If you're having problems, please consult 
the FAQ before asking the authors or posting in the forums.</p><p>If you are running 
on Linux, please also see the <a
 href="README.linux">Linux README</a> which will also assist you in Linux-specific 
issues. If you are running Mac OSX, read the <a
 href="README_MacOSX.txt">Mac README</a>. </p><p align="left" class="MainHeader">Contributing</p><p align="left">We 
welcome all contributions to OGRE, be that new plugins, bugfixes, extensions, 
tutorials, documentation, example applications, artwork or pretty much anything 
else! If you would like to contribute to the development of OGRE, please read 
the <a
 href="ContributorLicenseAgreement.html">Contributor License Agreement</a>, and 
then contact Steve Streeting at <a
 href="mailto:steve@stevestreeting.com">steve@stevestreeting.com</a> if you agree 
with the terms. You can also submit patches against the CVS version, go the the 
<A HREF="http://www.ogre3d.org">web site </A>and click on the 'Submit a 
Patch' link.</p><p align="left" class="MainHeader">Keeping Up To Date</p><p align="left">The 
best place to keep up to date with developments on OGRE is the <a href="http://www.ogre3d.org">Official 
Web Site</a>. From there you can download the latest source code and documentation. 
You can choose between keeping bang up to date with CVS (Concurrent Versioning 
System) or by just getting the regularly released snapshots.</p><p align="left">The 
changes included in this current version can be viewed on the <a href="ChangeLog.html"> 
ChangeLog</a>. </p><p align="left" class="MainHeader">Getting Support</p><p align="left">Please 
use our extensive forums if you need help or think you may have found a bug. Go 
to the <A HREF="http://ogre.sf.net">main web site</A> and click on the Forums 
link.</p><p align="left" class="MainHeader">Licensing</p><p>OGRE is distributed 
as free software under the GNU Lesser General Public License (see <a href="License.html">License.html</a>). 
In summary this means that you can use OGRE for any purpose, provided that if 
you make changes to OGRE itself, you must release the changes back into into the 
public domain under the LGPL and make it clear where you have made the changes. 
Your own application can be distributed under any license you like. </p><p>This 
program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; 
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR 
PURPOSE. See the GNU Lesser General Public License for more details.</p><p>You 
should have received a copy of the GNU Lesser General Public License along with 
this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place 
- Suite 330, Boston, MA 02111-1307, USA, or go to <a href="http://www.gnu.org/copyleft/lesser.txt">http://www.gnu.org/copyleft/lesser.txt</a>.</p><p>In 
addition, if you use Ogre it would be nice if you displayed the Ogre logo somewhere 
in your application (start up or shutdown) for a minimum of 2 seconds. This splash-screen 
is displayed on the standard Ogre configuration dialog anyway, so if you use that 
you don't need to do anything extra. The logo is included in the download archive 
as Examples\Resources\ogrelogo.png.</p><p>Some textures distrubuted with Ogre 
are used with permission of <a
 href="http://www.The3dStudio.com">www.The3dStudio.com</a> and may not be re-distributed, 
sold, or given away except in the form of rendered images, animations, or real 
time 3D applications when credit is given to <a href="http://www.The3dStudio.com">www.The3dStudio.com</a>.</p><p>The 
'Han Solo' TrueType font is &copy; 2000 by Iconian Fonts - Daniel Zadorozny. This 
font may be freely distributed and is free for all non-commercial uses. This font 
is e-mailware; that is, if you like it, please e-mail the author at: <a href="mailto:iconian@aol.com">iconian@aol.com</a>.</p><p align="left" class="MainHeader">Acknowledgements</p><p>The 
authors wish to credit the following for their work which is used in whole or 
in part in OGRE:</p><p>Artwork:</p><ul> <li>Matt Anderson at <a href="http://www.The3dStudio.com">www.The3dStudio.com</a> 
who kindly gave permission for the use of some textures</li><li>Jonathan Clark 
at <a href="http://www.jonathanclark.com">http://www.jonathanclark.com</a> for 
some Golgotha textures thet were released to the public domain.</li><li>The 'Raptor 
Assault Gunboat' mesh &amp; texture are &copy; 2002 by Adrian 'cearny' Cearn&#259;u.</li><li>The 
robot mesh and animation are by <a
 href="http://www.psionicdesign.com/">Psionic</a>, kindly made available from 
the <a href="http://www.insanesoftware.de">CharacterFX</a> site</li><li>The 'Razor 
2' mesh is by Dennis Verbeek</li><li>Skyboxes in cubemapJS.zip are &copy;<A HREF="http://www.schlorb.com">Johannes 
Schl&ouml;rb</A>, used with permission. <br> </li></ul><p>Included as source (modified 
as appropriate), and credited appropriately in the source files affected:</p><ul> 
<li>Many of the maths/spatial routines are inspired by Dr D.H. Eberley, adapted 
from the 'free' parts of the Wild Magic engine 0.2 source provided with his book 
"3D Engine Design" (<a
 href="http://www.wild-magic.com/">http://www.wild-magic.com/</a>)</li><li>Quake3 
loading routines used a lot of information gleaned from <a
 href="http://www.planetquake.com/aftershock/">Aftershock</a> and <a
 href="http://strony.poland.com/bsekura/">Bart Sekura's ROGL</a></li><li>Singleton 
template class is &copy; Scott Bilas 2000 from Game Programming Gems </li><li>Memory 
manager is based on MMGR &copy; Paul Nettle at <a
 href="www.fluidstudios.com">Fluid Studios</a></li></ul><p>Source not modified, 
but linked in as part of the complete OGRE system:</p><ul> <li>Compression is 
courtesy of the zlib compression library &copy; 1995-1998 Jean-loup Gailly and 
Mark Adler (<a
 href="http://www.gzip.org/zlib">http://www.gzip.org/zlib</a>)</li><li>JPEG image 
loading is provided by jpeglib &copy; 1991-1998, Thomas G. Lane &amp; the Independent 
JPEG Group (<a
 href="http://www.ijg.org">http://www.ijg.org</a>)</li><li>PNG image loading comes 
from libpng &copy; 1998, 1999 Glenn Randers-Pehrson (<a href="http://libpng.sourceforge.net">http://libpng.sourceforge.net</a>)</li><li>Integration 
with the Python scripting language is provided by the <a href="http://boost.org">Boost 
Python</a> library.</li><li>ZIP archive support is &copy; Gilles Vollant 1998 
(<a
 href="http://www.winimage.com/zLibDll/unzip.htm">http://www.winimage.com/zLibDll/unzip.htm</a>)</li><li>SDL 
is &copy; (too many to list!) (<a href="http://www.libsdl.org">http://www.libsdl.org</a>)</li><li>Freetype2 
is &copy; The Freetype Team (<a
 href="http://www.freetype.org">http://www.freetype.org</a>)</li><li>ODE is &copy; 
Russel Smith (<a href="http://q12.org/ode/">http://q12.org/ode/</a>)</li></ul><p>Standalone 
tools used:</p><ul> <li>Document generation from C++ source code is by Doxygen 
&copy; Dimitri van Heesch (<a href="http://www.doxygen.org">http://www.doxygen.org</a>)</li><li>Milkshape3D 
for modelling &amp; exporting (<a
 href="http://www.milkshape3d.com">http://www.milkshape3d.com</a>)</li></ul><p>And 
I'd also like to thank the following just for inspiration, ideas, and pretty much 
anything else:</p><ul> <li>Scott Meyers for his superb 'Effective C++' series</li><li>Everybody 
who has ever written for Game Developer magazine, but particularly Chris Hecker 
and Jeff Lander whose work is consistently enlightening</li><li>Michael Abrash 
for his 'Zen' books which inspired me to try graphics programming in the first 
place</li><li>Everybody at SourceForge and VA Linux for providing <b>fantastic</b> 
facilities for developers with modest budgets</li><li>Scott Adams (Dilbert) for 
providing a humourous distraction when I've had enough for the day</li><li>My 
wife Marie for putting up with all this!</li></ul><p> Copyright &copy; 2003 by 
The OGRE Team<br> <script type="text/javascript">
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