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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>Building OGRE 
</P>
<P CLASS="header" ALIGN=CENTER><A HREF="http://www.ogre3d.org/">http://www.ogre3d.org</A></P>
<P CLASS="mainheader" ALIGN=LEFT>Building and Installing OGRE</P>
<P ALIGN=LEFT>This release of OGRE builds under the following
configurations:</P>
<TABLE WIDTH=100% BORDER=1 BORDERCOLOR="#996600" CELLPADDING=0 CELLSPACING=0>
	<TR>
		<TD WIDTH=33% BGCOLOR="#999900">
			<P ALIGN=CENTER><FONT COLOR="#333300"><FONT SIZE=1 STYLE="font-size: 8pt"><B>Platform</B></FONT></FONT></P>
		</TD>
		<TD WIDTH=20% BGCOLOR="#999900">
			<P ALIGN=CENTER><FONT COLOR="#333300"><FONT SIZE=1 STYLE="font-size: 8pt"><B>Compiler</B></FONT></FONT></P>
		</TD>
		<TD BGCOLOR="#999900">
			<P ALIGN=CENTER><FONT COLOR="#333300"><FONT SIZE=1 STYLE="font-size: 8pt"><B>Extra
			Notes</B></FONT></FONT></P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=33%>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<A HREF="#VC"><FONT SIZE=1 STYLE="font-size: 8pt"><FONT COLOR="#66cc33">Windows
			95/98/Me/2000/XP</FONT></FONT></A></P>
		</TD>
		<TD WIDTH=20%>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<FONT COLOR="#66cc33"><FONT SIZE=1 STYLE="font-size: 8pt">Microsoft
			Visual C++ 6 SP3+<BR>Microsoft Visual C++.Net<BR>Microsoft Visual
			C++.Net 2003</FONT></FONT></P>
		</TD>
		<TD>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<FONT SIZE=1 STYLE="font-size: 8pt"><FONT COLOR="#66cc33">Requires
			DirectX 9.0 SDK. Note that the last version of the DirectX 9 SDK
			supported for VC6 is the <B>Summer 2004 version</B>.<BR><A HREF="http://www.stlport.org/">STLport</A>
			required for versions prior to .Net 2003<BR>You should also
			download the latest 3rd-party libraries from the site.</FONT></FONT></P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=33%>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<A HREF="#Linux"><FONT SIZE=1 STYLE="font-size: 8pt"><FONT COLOR="#66cc33">Linux</FONT></FONT></A></P>
		</TD>
		<TD WIDTH=20%>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<FONT COLOR="#66cc33"><FONT SIZE=1 STYLE="font-size: 8pt">gcc (GNU
			Compiler Collection)</FONT></FONT></P>
		</TD>
		<TD>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<FONT COLOR="#66cc33"><FONT SIZE=1 STYLE="font-size: 8pt">Requires
			gcc 3.x</FONT></FONT></P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=33%>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<A HREF="#Mac"><FONT SIZE=1 STYLE="font-size: 8pt"><FONT COLOR="#66cc33">Mac
			OSX </FONT></FONT></A>
			</P>
		</TD>
		<TD WIDTH=20%>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<FONT COLOR="#66cc33"><FONT SIZE=1 STYLE="font-size: 8pt">gcc (GNU
			Compiler Collection)</FONT></FONT></P>
		</TD>
		<TD>
			<P ALIGN=CENTER STYLE="border-top: none; border-bottom: 1.00pt solid #666600; border-left: 1.00pt solid #666600; border-right: 1.00pt solid #666600; padding-top: 0cm; padding-bottom: 0.26cm; padding-left: 0.05cm; padding-right: 0.05cm">
			<FONT COLOR="#66cc33"><FONT SIZE=1 STYLE="font-size: 8pt">Requires
			gcc 3.x</FONT></FONT></P>
		</TD>
	</TR>
</TABLE>
<P ALIGN=LEFT>&nbsp;</P>
<P CLASS="mainheader" ALIGN=LEFT><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><P STYLE="margin-bottom: 0cm">Make sure you have downloaded and
	installed <A HREF="http://www.stlport.org/">STLport</A>, version
	4.6.2 if you are not using .Net 2003. The instructions for building
	and installing STLport are in the <A HREF="../FAQ.html">FAQ</A></P>
	<LI><P STYLE="margin-bottom: 0cm">Download and install the <A HREF="http://msdn.microsoft.com/directx">DirectX9
	SDK</A>, get the latest if you're using VC7+, the Summer 2004
	version plus the 'Extras' if using VC6.</P>
	<LI><P STYLE="margin-bottom: 0cm">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.</P>
	<LI><P STYLE="margin-bottom: 0cm">Open either Ogre.dsw (VC6) or
	Ogre.sln (VC7+)</P>
	<LI><P STYLE="margin-bottom: 0cm">Check the ordering of your include
	and library paths (in Tools | Options). The ordering should be
	STLport (if applicable), DirectX, then everything else.</P>
	<LI><P>Perform a Batch Build for <B>all</B> the projects. The
	dependencies should ensure everything is built in the right order.</P>
</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><P STYLE="margin-bottom: 0cm">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+.</P>
	<LI><P STYLE="margin-bottom: 0cm">Confirm that you have SDL 1.2.4,
	Freetype2, DevIL, zziplib, CEGUI 0.2.0 and pkg-config available on
	your system (if not, install them!)</P>
	<LI><P STYLE="margin-bottom: 0cm">Change to the 'ogrenew' directory,
		</P>
	<LI><P STYLE="margin-bottom: 0cm">If you are installing from CVS,
	run './bootstrap'</P>
	<LI><P STYLE="margin-bottom: 0cm">type './configure'.</P>
	<LI><P>Run 'make' and 'make install' (the latter as root)</P>
</OL>
<P>For more detailed instructions, see the<A HREF="../README.linux">
Linux README</A>.</P>
<P CLASS="mainheader" ALIGN=LEFT><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 CLASS="mainheader" ALIGN=LEFT>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 CELLPADDING=2 CELLSPACING=0>
	<COL WIDTH=37*>
	<COL WIDTH=219*>
	<TR>
		<TD WIDTH=14%>
			<P>OgreMain</P>
		</TD>
		<TD WIDTH=86%>
			<P>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. 
			</P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=14%>
			<P>OgrePlatform</P>
		</TD>
		<TD WIDTH=86%>
			<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=14%>
			<P>RenderSystem_Direct3D7/9</P>
		</TD>
		<TD WIDTH=86%>
			<P>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.</P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=14%>
			<P>RenderSystem_GL</P>
		</TD>
		<TD WIDTH=86%>
			<P>Implementation of the RenderSystem which is based on OpenGL.
			Used for the Linux &amp; Mac platforms primarily but can be used
			in Windows too.</P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=14%>
			<P>Plugin_BspSceneManager</P>
		</TD>
		<TD WIDTH=86%>
			<P>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.</P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=14%>
			<P>Plugin_ParticleFX</P>
		</TD>
		<TD WIDTH=86%>
			<P>Plugin which provides a range of particle system tools such as
			standard emitters and affectors.</P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=14%>
			<P>Plugin_OctreeSceneManager</P>
		</TD>
		<TD WIDTH=86%>
			<P>Plugin which provides scene management based on an octree
			system.</P>
		</TD>
	</TR>
	<TR>
		<TD WIDTH=14%>
			<P>ReferenceAppLayer</P>
		</TD>
		<TD WIDTH=86%>
			<P>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.</P>
		</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=LEFT>More tips and information can be
obtained from the <A HREF="http://www.ogre3d.org/wiki">OGRE Wiki</A>.
</P>
<P CLASS="maincontent" ALIGN=CENTER><A HREF="../ReadMe.html">Back to
Readme.html</A></P>
<P CLASS="mainheader">&nbsp;</P>
<P>Copyright &copy; 2005 by The OGRE Team<SCRIPT>
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