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libogre5-devel-1.0.0-1mdk.i586.rpm

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<P CLASS="header" ALIGN=CENTER>OGRE (Object-Oriented Graphics
Rendering Engine)</P>
<P CLASS="header" ALIGN=CENTER>Source Distribution README file</P>
<P CLASS="header" ALIGN=CENTER><A HREF="http://www.ogre3d.org/">http://www.ogre3d.org</A></P>
<P CLASS="mainheader" ALIGN=LEFT>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>This distribution contains the full original source code for OGRE
and is the most flexible way of obtaining the engine, although it
does require you to build it yourself. For people who want a little
more convenience, at the expense of a larger download and slightly
less flexibility, there is also a precompiled SDK release available
for some compilers.</P>
<P CLASS="mainheader" ALIGN=LEFT>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="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="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 CLASS="newsdate"><A HREF="http://www.ogre3d.org/wiki">The OGRE
Wiki</A></P>
<P>A gold mine of tutorials, tips and code snippets which will help
you get up to speed with the engine.</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 CLASS="mainheader" ALIGN=LEFT>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="steve@ogre3d.org">steve@ogre3d.org</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 CLASS="mainheader" ALIGN=LEFT>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 CLASS="mainheader" ALIGN=LEFT>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 CLASS="mainheader" ALIGN=LEFT>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. Note that in the case of
OGRE, inlining and macros in headers are used purely for performance
or platform independence reasons, and including any of OGRE's headers
in your projects does not result in a derived work. 
</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 CLASS="mainheader" ALIGN=LEFT>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><P STYLE="margin-bottom: 0cm">Matt Anderson at
	<A HREF="http://www.The3dStudio.com/">www.The3dStudio.com</A> who
	kindly gave permission for the use of some textures</P>
	<LI><P STYLE="margin-bottom: 0cm">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.</P>
	<LI><P STYLE="margin-bottom: 0cm">The 'Raptor Assault Gunboat' mesh
	&amp; texture are &copy; 2002 by Adrian 'cearny' Cearnau.</P>
	<LI><P STYLE="margin-bottom: 0cm">The robot andn ninja mesh and
	animation are by <A HREF="http://www.psionic3d.co.uk/">Psionic</A>,
	kindly made available from the <A HREF="http://www.insanesoftware.de/">CharacterFX</A>
	site</P>
	<LI><P STYLE="margin-bottom: 0cm">The 'Razor 2' mesh is by Dennis
	Verbeek</P>
	<LI><P STYLE="margin-bottom: 0cm">Skyboxes in cubemapJS.zip are
	&copy;<A HREF="http://www.schlorb.com/">Johannes Schlorb</A>, used
	with permission. 
	</P>
	<LI><P>Grass texture is courtesy of Mathias 'freezer' Walch</P>
</UL>
<P>Included as source (modified as appropriate), and credited
appropriately in the source files affected:</P>
<UL>
	<LI><P STYLE="margin-bottom: 0cm">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 &quot;3D
	Engine Design&quot; (<A HREF="http://www.wild-magic.com/">http://www.wild-magic.com/</A>)</P>
	<LI><P STYLE="margin-bottom: 0cm">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></P>
	<LI><P STYLE="margin-bottom: 0cm">Singleton template class is &copy;
	Scott Bilas 2000 from Game Programming Gems 
	</P>
	<LI><P>Memory manager is based on MMGR &copy; Paul Nettle at <A HREF="www.fluidstudios.com">Fluid
	Studios</A></P>
</UL>
<P>Source not modified, but linked in as part of the complete OGRE
system:</P>
<UL>
	<LI><P STYLE="margin-bottom: 0cm">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>)</P>
	<LI><P STYLE="margin-bottom: 0cm">Default image codecs are provided
	by <A HREF="http://openil.sourceforge.net/">DevIL</A>. 
	</P>
	<LI><P STYLE="margin-bottom: 0cm">ZIP archive support is provided by
	<A HREF="http://zziplib.sourceforge.net/">zziplib</A>.</P>
	<LI><P STYLE="margin-bottom: 0cm">Interactive GUI support is by
	<A HREF="http://www.cegui.org.uk/">Crazy Eddies GUI</A>.</P>
	<LI><P STYLE="margin-bottom: 0cm">SDL is &copy; (too many to list!)
	(<A HREF="http://www.libsdl.org/">http://www.libsdl.org</A>)</P>
	<LI><P STYLE="margin-bottom: 0cm">Freetype2 is &copy; The Freetype
	Team (<A HREF="http://www.freetype.org/">http://www.freetype.org</A>)</P>
	<LI><P>ODE is &copy; Russel Smith (<A HREF="http://q12.org/ode/">http://q12.org/ode/</A>)</P>
</UL>
<P>Standalone tools used:</P>
<UL>
	<LI><P STYLE="margin-bottom: 0cm">Document generation from C++
	source code is by Doxygen &copy; Dimitri van Heesch
	(<A HREF="http://www.doxygen.org/">http://www.doxygen.org</A>)</P>
	<LI><P>Milkshape3D for modelling &amp; exporting
	(<A HREF="http://www.milkshape3d.com/">http://www.milkshape3d.com</A>)</P>
</UL>
<P>And I'd also like to thank the following just for inspiration,
ideas, and pretty much anything else:</P>
<UL>
	<LI><P STYLE="margin-bottom: 0cm">Scott Meyers for his superb
	'Effective C++' series</P>
	<LI><P STYLE="margin-bottom: 0cm">Everybody who has ever written for
	Game Developer magazine, but particularly Chris Hecker and Jeff
	Lander whose work is consistently enlightening</P>
	<LI><P STYLE="margin-bottom: 0cm">Michael Abrash for his 'Zen' books
	which inspired me to try graphics programming in the first place</P>
	<LI><P STYLE="margin-bottom: 0cm">Everybody at SourceForge and VA
	Linux for providing <B>fantastic</B> facilities for developers with
	modest budgets</P>
	<LI><P STYLE="margin-bottom: 0cm">Scott Adams (Dilbert) for
	providing a humourous distraction when I've had enough for the day</P>
	<LI><P>My wife Marie for putting up with all this!</P>
</UL>
<P>Copyright &copy; 2005 by The OGRE Team<SCRIPT>
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