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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">Building 
OGRE </p><p align="center" class="header"><A HREF="http://www.ogre3d.org">http://www.ogre3d.org</A></p><p align="left" class="MainHeader">Building 
and Installing OGRE</p><p align="left">This release of OGRE builds under the following 
configurations:</p><TABLE WIDTH="100%" BORDER="1" CELLSPACING="0" CELLPADDING="0" BORDERCOLOR="#996600"><TR><TD CLASS="BorderHeader" WIDTH="33%"><DIV ALIGN="CENTER">Platform</DIV></TD><TD CLASS="BorderHeader" WIDTH="20%"><DIV ALIGN="CENTER">Compiler</DIV></TD><TD CLASS="BorderHeader"><DIV ALIGN="CENTER">Extra 
Notes</DIV></TD></TR><TR><TD CLASS="BorderContent" WIDTH="33%" VALIGN="MIDDLE"><DIV ALIGN="CENTER"><P><A HREF="#VC">Windows 
95/98/Me/2000/XP</A></P></DIV></TD><TD CLASS="BorderContent" WIDTH="20%"><DIV ALIGN="CENTER"><P>Microsoft 
Visual C++ 6 SP3+<BR>Microsoft Visual C++.Net<BR>Microsoft Visual C++.Net 2003<BR></P></DIV></TD><TD CLASS="BorderContent"><DIV ALIGN="CENTER">Requires 
DirectX 8.1b SDK (9 to build the Direct3D9RenderSystem)<BR><A HREF="http://www.stlport.org">STLport 
4.5.3</A> required for versions prior to .Net 2003<BR>You should also download 
the latest 3rd-party libraries from the site.</DIV></TD></TR><TR><TD CLASS="BorderContent" WIDTH="33%"><DIV ALIGN="CENTER"><A HREF="#Linux">Linux</A></DIV></TD><TD CLASS="BorderContent" WIDTH="20%"><DIV ALIGN="CENTER"><P>gcc 
(GNU Compiler Collection)</P></DIV></TD><TD CLASS="BorderContent"><DIV ALIGN="CENTER">Requires 
gcc 3.x</DIV></TD></TR><TR><TD CLASS="BorderContent" WIDTH="33%"><DIV ALIGN="CENTER"><A HREF="#Mac">Mac 
OSX </A></DIV></TD><TD CLASS="BorderContent" WIDTH="20%"><DIV ALIGN="CENTER">gcc 
(GNU Compiler Collection)</DIV></TD><TD CLASS="BorderContent"><DIV ALIGN="CENTER">Requires 
gcc 3.x</DIV></TD></TR></TABLE><p align="left">&nbsp;</p><p align="left" CLASS="MainHeader"><A NAME="VC"></A>Building 
with Visual C++ 6 or Visual C++.Net</p><p align="left">If you're building with 
Visual C++, follow these steps:</p><OL><LI>Make sure you have downloaded and installed 
<A HREF="http://www.stlport.org">STLport</A>, version 4.5.3 if you are not using 
.Net 2003. The instructions for building and installing STLport are in the <A HREF="../FAQ.html">FAQ</A></LI><LI>Download 
and install the <A HREF="http://msdn.microsoft.com/directx">DirectX SDK</A>, you 
need at least v8.1b, preferably 9.</LI><LI>Download and extract the latest 3rd 
party libraries distribution (you can find this in the downloads section of the 
<A HREF="http://www.ogre3d.org/">OGRE hompage</A>). See the <A HREF="../FAQ.html">FAQ</A> 
for more details.</LI><LI>Open either Ogre.dsw (VC6) or Ogre.sln (VC7+)</LI><LI>Check 
the ordering of your include and library paths (in Tools | Options). The ordering 
should be STLport (if applicable), DirectX, then everything else.</LI><LI>Perform 
a Batch Build for <B>all</B> the projects. The dependencies should ensure everything 
is built in the right order.</LI></OL><P CLASS="MainHeader"><A NAME="Linux"></A>Building 
under Linux</P><p align="left">If you're building under Linux with gcc, here's 
a very quick overview:</p><OL><LI>If you're using gcc version 2.9x, make sure 
you've installed <A HREF="http://www.stlport.org">STLport</A>. However, if you 
can we advise using gcc 3.2+.</LI><LI>Confirm that you have SDL 1.2.4, Freetype2, 
DevIL and pkg-config available on your system (if not, install them!)</LI><LI>Change 
to the 'ogrenew' directory, </LI><LI>If you are installing from CVS, run './bootstrap'</LI><LI>type 
'./configure'.</LI><LI>Run 'make' and 'make install' (the latter as root)</LI></OL><P>For 
more detailed instructions, see the<A HREF="../README.linux"> Linux README</A>.</P><p align="left" CLASS="MainHeader"><A></A><A NAME="Mac"></A>Building 
under Mac OSX</p><P ALIGN="left">Please read the <A HREF="../README_MacOSX.txt">Mac 
README</A>.</P><p align="left" CLASS="MainHeader">Explanation of the Core libraries</p><p align="left">OGRE 
compiles into a number of shared dynamically-linked libraries for use by OGRE 
applications. It also has a number of optional plugin libraries, which are used 
to provide rendering system implementations (e.g. an interface to DirectX) and 
special features (e.g. a BSP-oriented scene manager). Plugins are configured using 
the 'plugins.cfg' file located in the same folder as your application. Here's 
an example:</p><p align="left">-----snip------------------------------------------------------</p><p align="left">PluginFolder=plugins\</p><P># 
Define particle system plugin<BR>Plugin=Plugin_ParticleFX</P><P>-----snip------------------------------------------------------</P><P>This 
simple plugins.cfg tells Ogre to load all plugins from the 'plugins' folder directly 
under the application's folder, and to load Plugin_ParticleFX (.dll in Windows, 
.so in Linux), the particle system implementation.</P><P>The best way to get started 
with OGRE is to look at the example applications which are included. These should 
make it clear to you how easy it is to get an OGRE application running in a surprisingly 
small amount of code!</P><P CLASS="MainHeader">Libraries in detail</P><P ALIGN="left">The 
libraries are:</P><TABLE WIDTH="100%" BORDER="1" CLASS="MainContent" CELLSPACING="0"> 
<TR> <TD WIDTH="200">OgreMain</TD><TD>The core dll which includes all the basic 
classes, and abstractions of all the engine components which will be refined per 
OS platform, rendering API, or per scene type. This library must be on the path 
or in the current folder to be loaded at startup. The source for this is completely 
cross-platform. </TD></TR> <TR> <TD WIDTH="200"> <P>OgrePlatform</P></TD><TD><P>This 
library implements concrete versions of the classes required to be implemented 
for each platform. There are currently implementations for Win32 and Linux platforms.</P><P>This 
library is loaded dynamically by the PlatformManager class (in OgreMain) and must 
either be on the path or in the current folder.</P></TD></TR> <TR> <TD WIDTH="200">RenderSystem_Direct3D7/8/9</TD><TD>Plugin 
library which adds a RenderSystem implementation for Direct3D. This library is 
loaded dynamically by the plugin architecture described above, and must be located 
in the folder specified in plugins.cfg. You may use any of these render systems 
on Windows, but the more recent version support extra features.</TD></TR><TR><TD WIDTH="200">RenderSystem_GL</TD><TD>Implementation 
of the RenderSystem which is based on OpenGL. Used for the Linux &amp; Mac platforms 
primarily but can be used in Windows too.</TD></TR> <TR> <TD WIDTH="200">Plugin_BspSceneManager</TD><TD>Plugin 
specialisation of the general-purpose SceneManager for rendering indoor levels 
based on a BSP tree. Allows Quake3 maps to be loaded and rendered very efficiently 
whilst exposing none of the complexity to the core Ogre system. This library is 
loaded dynamically by the plugin architecture described above, and must be located 
in the folder specified in plugins.cfg.</TD></TR><TR><TD WIDTH="200">Plugin_FileSystem</TD><TD>Archive 
plugin that allows OGRE to read the filesystem of the target operating system.</TD></TR><TR><TD WIDTH="200">Plugin_ParticleFX</TD><TD>Plugin 
which provides a range of particle system tools such as standard emitters and 
affectors.</TD></TR><TR><TD WIDTH="200">Plugin_OctreeSceneManager</TD><TD>Plugin 
which provides scene management based on an octree system.</TD></TR><TR><TD WIDTH="200">ReferenceAppLayer</TD><TD>This 
is a utility library which is a client of the OgreMain library, and can be used 
by your application to add additional non-graphics related features to your application. 
It is designed to be an example of how you might tie together other libraries 
with OGRE in order to build a larger system; in this case we implement collision 
and physics using ODE.</TD></TR> </TABLE><P CLASS="MainContent" ALIGN="LEFT">There 
are also several other plugins, tools and demos which are built as part of the 
standard batch build process.</P><P CLASS="MainContent" ALIGN="CENTER"><A HREF="../ReadMe.html">Back 
to Readme.html</A></P><P CLASS="MainHeader">&nbsp;</P><p> Copyright &copy; 2002 by The 
OGRE Team<br /> <script type="text/javascript">
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