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16 <p class="header" align="center">OGRE
17 (Object-Oriented Graphics
18 Rendering Engine)</p>
20 <p class="header" align="center">SDK Distribution
21 README file</p>
23 <p class="header" align="center"><a href="http://www.ogre3d.org/">http://www.ogre3d.org</a></p>
25 <p class="mainheader" align="left">Getting Started</p>
27 <p>This distribution contains the precompiled SDK release of OGRE for Mac OS X. Just drag the 'OgreSDK' folder to the location on your drive where you want to install the SDK. Please do drag the entire folder rather than opening it and copying any subfolders, since the internal folder structure is relevant when building the samples.</p>
29 <p class="mainheader" align="left">Building the Samples</p>
31 <p>After installing the SDK, you can build the samples simply by navigating to the OgreSDK/Samples folder and double-clicking on Samples.xcodeproj. In XCode you can then build all the samples. </p>
33 <p class="mainheader" align="left">Runtime configuration</p>
35 <p>In order to run the samples, or to run your own applications based on Ogre, you will need to copy the frameworks in OgreSDK/Frameworks into your framework path. This could be /Library/Frameworks if you have admin access, otherwise put it your local ~/Library/Frameworks and make sure that's on your framework path.</p>
37 <p class="mainheader" align="left">Building your own applications</p>
38 <p>Because of a limitation in XCode, it is not possible to reference different versions of a single framework from a central location, so the best way to organise your builds is to add Ogre.framework to your application and reference it from the SDK location, not from /Library/Frameworks. This is because if you add a different version of Ogre later you still want to be in control of which one your application is building against (at runtime multiple versions can resolve successfully).
40 You should also add the Ogre.framework/Headers location to your include path, since this avoids needing to use the 'Ogre/' prefix to access the headers.</p>
42 <p class="mainheader" align="left">Limitations of the SDK</p>
44 <ul><li><b>Only Release Configurations</b>: only the release mode build is included for size reasons. You can still build debug code of your own against the release mode SDK, but you can only build the release mode samples.</li>
45 <li><b>Single Architecture</b>: only a single architecture (i386) is included in the SDK, again for size reasons.</li>
46 </ul>
48 You can build multiple architectures and the debug version by obtaining the source release.
51 <p class="mainheader" align="left">Index Of Contents</p>
53 <p class="newsdate"><a href="ChangeLog.html">What's
54 New?</a></p>
56 <p>A summary of the new and altered features in this release.<br>
58 </p>
60 <p class="newsdate"><a href="http://www.ogre3d.org/wiki">The
61 OGRE
62 Wiki</a></p>
64 <p>A gold mine of tutorials, tips and code snippets which will
65 help
66 you get up to speed with the engine. This is probably the best place to
67 start learning OGRE. <br>
69 </p>
71 <p class="newsdate"><a href="manual/index.html">The
72 OGRE Manual</a></p>
74 <p>A descriptive reference to the major parts of the engine such
76 scripts. </p>
78 <p class="newsdate"><a href="api/OgreAPIReference.chm">API
79 Reference</a></p>
81 <p class="maincontent">The full OGRE API documentation, as
82 generated
83 from the (heavily!) commented source.</p>
85 <p class="mainheader" align="left">Keeping Up To Date</p>
87 <p align="left">The best place to keep up to date with
88 developments on
89 OGRE is the <a href="http://www.ogre3d.org/">Official Web
90 Site</a>.
91 From there you can download the latest source code and documentation.
92 You can choose between keeping bang up to date with CVS (Concurrent
93 Versioning System) or by just getting the regularly released
94 snapshots.</p>
96 <p align="left">The changes included in this current
97 version can be
98 viewed on the <a href="ChangeLog.html">ChangeLog</a>.
99 </p>
101 <p class="mainheader" align="left">Getting Support</p>
103 <p align="left">Please use our extensive forums if you
104 need help or
105 think you may have found a bug. Go to the <a href="http://ogre.sf.net/">main
106 web site</a> and click on the Forums link.</p>
108 <p class="mainheader" align="left">Licensing</p>
110 <p>OGRE is available&nbsp;free (both 'free as in beer' and
111 'free as in speech')&nbsp;under the GNU Lesser General
112 Public License or LGPL&nbsp;(see Docs/licenses/lgpl.txt).
113 By downloading and using the software, you are subject to these
114 licensing conditions, so please read the license text carefully. The
115 LGPL is compatible with almost all possible uses of the library
116 (including commercial uses), but there are some responsibilities placed
117 upon the user to maintain the&nbsp;freedom of the software for
118 downstream users.</p>
120 <p>Alternatively, you may license OGRE under the OGRE
121 Unrestricted
122 License (OUL) which comes with fewer conditions than the LGPL. This
123 license is commercial and&nbsp;basically allows you to&nbsp;pay
124 for the
125 privilege of side-stepping the responsibilities of the LGPL. The
126 software in both cases is identical, only the licensing conditions
127 vary. If you wish to discuss this option&nbsp; please mail
128 licensing@ogre3d.org for more details.</p>
130 <p class="mainheader" align="left">Licensing for
131 3rd-party libraries used in OGRE</p>
133 Several 3rd-party libraries are used in OGRE for various purposes, and
134 the licensing details of each are given here.<br>
136 <br>
138 <span style="text-decoration: underline; font-weight: bold;">Core
139 Dependencies<br>
141 </span><br>
143 These are the libraries which the core of OGRE depends on, and are
144 therefore prerequisites for any use of OGRE. None of these libraries
145 have been modified from their original distributions, and they are all
146 licensed under liberal terms. You should read the detail of the
147 licenses when distributing an application since most require you to
148 include the license in your documentation. All the license texts are
149 included in the Docs/licenses folder.<br>
151 <br>
153 <span style="font-weight: bold;">FreeImage</span><br>
155 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
157 <tbody>
159 <tr>
161 <td style="width: 20%;">Original Authors:</td>
163 <td>Herv&eacute; Drolon and Floris van den Berg<br>
165 </td>
167 </tr>
169 <tr>
171 <td>Website:</td>
173 <td>http://freeimage.sourceforge.net<br>
175 </td>
177 </tr>
179 <tr>
181 <td>Licensed Under:</td>
183 <td>FreeImage Public License&nbsp;</td>
185 </tr>
187 </tbody>
188 </table>
190 <br>
192 <span style="font-weight: bold;">FreeType</span><br>
194 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
196 <tbody>
198 <tr>
200 <td style="width: 20%;">Original Authors:</td>
202 <td>David Turner, Robert Wilhelm, and Werner Lemberg<br>
204 </td>
206 </tr>
208 <tr>
210 <td>Website:</td>
212 <td>http://www.freetype.org<br>
214 </td>
216 </tr>
218 <tr>
220 <td>Licensed Under:</td>
222 <td>FreeType License</td>
224 </tr>
226 </tbody>
227 </table>
229 <br>
231 <span style="font-weight: bold;">LibJPEG</span><br>
233 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
235 <tbody>
237 <tr>
239 <td style="width: 20%;">Original Authors:</td>
241 <td>Thomas G. Lane, Independent JPEG Group<br>
243 </td>
245 </tr>
247 <tr>
249 <td>Website:</td>
251 <td>http://www.ijg.org/<br>
253 </td>
255 </tr>
257 <tr>
259 <td>Licensed Under:</td>
261 <td>LibJPEG License<br>
263 </td>
265 </tr>
267 </tbody>
268 </table>
270 <br>
272 <span style="font-weight: bold;">LibMNG</span><br>
274 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
276 <tbody>
278 <tr>
280 <td style="width: 20%;">Original Authors:</td>
282 <td>Gerard Juyn, Glenn Randers-Pehrson, Raphael Assenat,
283 John Stiles<br>
285 </td>
287 </tr>
289 <tr>
291 <td>Website:</td>
293 <td>http://www.libmng.com<br>
295 </td>
297 </tr>
299 <tr>
301 <td>Licensed Under:</td>
303 <td>LibJPEG License<br>
305 </td>
307 </tr>
309 </tbody>
310 </table>
312 <br>
314 <span style="font-weight: bold;">LibPNG</span><br>
316 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
318 <tbody>
320 <tr>
322 <td style="width: 20%;">Original Authors:</td>
324 <td>Guy Eric Schalnat, Andreas Dilger, Glenn
325 Randers-Pehrson and others<br>
327 </td>
329 </tr>
331 <tr>
333 <td>Website:</td>
335 <td>http://www.libpng.org<br>
337 </td>
339 </tr>
341 <tr>
343 <td>Licensed Under:</td>
345 <td>LibPNG License<br>
347 </td>
349 </tr>
351 </tbody>
352 </table>
354 <br>
356 <span style="font-weight: bold; text-decoration: underline;"></span><span style="font-weight: bold;">LibTIFF</span><br>
358 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
360 <tbody>
362 <tr>
364 <td style="width: 20%;">Original Authors:</td>
366 <td>Sam Leffler, Silicon Graphics Inc<br>
368 </td>
370 </tr>
372 <tr>
374 <td>Website:</td>
376 <td>http://www.libtiff.org/<br>
378 </td>
380 </tr>
382 <tr>
384 <td>Licensed Under:</td>
386 <td>LibTIFF License<br>
388 </td>
390 </tr>
392 </tbody>
393 </table>
395 <br>
397 <span style="font-weight: bold; text-decoration: underline;"></span><br>
399 <span style="font-weight: bold;">Zlib<br>
401 </span>
402 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
404 <tbody>
406 <tr>
408 <td style="width: 20%;">Original Authors:</td>
410 <td>Jean-loup Gailly and Mark Adler</td>
412 </tr>
414 <tr>
416 <td>Website:</td>
418 <td>http://www.zlib.net</td>
420 </tr>
422 <tr>
424 <td>Licensed Under:</td>
426 <td>Zlib License&nbsp;</td>
428 </tr>
430 </tbody>
431 </table>
433 <span style="font-weight: bold;"><br>
435 Zziplib</span><br>
437 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
439 <tbody>
441 <tr>
443 <td style="width: 20%;">Original Author:</td>
445 <td>Guido Draheim</td>
447 </tr>
449 <tr>
451 <td>Website:</td>
453 <td>http://zziplib.sourceforge.net<br>
455 </td>
457 </tr>
459 <tr>
461 <td>Licensed Under:</td>
463 <td>Mozilla Public License 1.1&nbsp;</td>
465 </tr>
467 </tbody>
468 </table>
470 <br>
472 <span style="font-weight: bold;"></span><span style="font-weight: bold; text-decoration: underline;">Optional
473 Plugin Dependencies<br>
475 <span style="text-decoration: underline;"><span style="font-weight: bold;"><br>
477 </span></span></span>These dependencies are only
478 needed if you use the plugins they relate to.<br>
480 <br>
482 <span style="font-weight: bold;">NVidia Cg<br>
484 </span>
485 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
487 <tbody>
489 <tr>
491 <td style="width: 20%;">Original Authors:</td>
493 <td>NVidia</td>
495 </tr>
497 <tr>
499 <td>Website:</td>
501 <td>http://developer.nvidia.com</td>
503 </tr>
505 <tr>
507 <td>Licensed Under:</td>
509 <td>Custom free license (binary only)<br>
511 </td>
513 </tr>
515 <tr>
517 <td>Needed By:</td>
519 <td>Plugin_CgProgramManager</td>
521 </tr>
523 </tbody>
524 </table>
526 <br>
528 <span style="font-weight: bold; text-decoration: underline;"><span style="text-decoration: underline;"><span style="font-weight: bold;"></span></span>Sample
529 Program Dependencies<br>
531 <br>
533 </span>These dependencies are only used by our sample programs,
535 thus you do not need to use them to use OGRE,&nbsp;if you don't
536 want to.<br>
538 <br>
540 <span style="font-weight: bold;">OIS</span><br>
542 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
544 <tbody>
546 <tr>
548 <td style="width: 20%;">Original Authors:</td>
550 <td>Phillip Castaneda</td>
552 </tr>
554 <tr>
556 <td>Website:</td>
558 <td>http://www.wreckedgames.com/wiki/index.php/WreckedLibs:OIS<br>
560 </td>
562 </tr>
564 <tr>
566 <td>Licensed Under:</td>
568 <td>Zlib License</td>
570 </tr>
572 </tbody>
573 </table>
575 <br>
577 <span style="font-weight: bold; text-decoration: underline;"></span><span style="font-weight: bold;">CEGUI</span><br>
579 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
581 <tbody>
583 <tr>
585 <td style="width: 20%;">Original Authors:</td>
587 <td>Paul D Turner, Tomas Lindquist Olsen and others<br>
589 </td>
591 </tr>
593 <tr>
595 <td>Website:</td>
597 <td>http://www.cegui.org.uk<br>
599 </td>
601 </tr>
603 <tr>
605 <td>Licensed Under:</td>
607 <td>MIT License</td>
609 </tr>
611 </tbody>
612 </table>
614 <br>
616 <span style="font-weight: bold;">ODE</span><br>
618 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
620 <tbody>
622 <tr>
624 <td style="width: 20%;">Original Authors:</td>
626 <td>Russell Smith<br>
628 </td>
630 </tr>
632 <tr>
634 <td>Website:</td>
636 <td>http://www.ode.org/<br>
638 </td>
640 </tr>
642 <tr>
644 <td>Licensed Under:</td>
646 <td>BSD License</td>
648 </tr>
650 </tbody>
651 </table>
653 <br>
655 <p class="mainheader" align="left">Acknowledgements</p>
657 <p>The authors wish to credit the following for their work which
659 used in whole or in part in OGRE:</p>
661 <p>Artwork:</p>
663 <ul>
665 <li>
666 <p style="margin-bottom: 0cm;">Matt Anderson at <a href="http://www.the3dstudio.com/">www.The3dStudio.com</a>
667 who kindly gave permission for the use of some textures. These textures
668 are used with permission of <a href="http://www.the3dstudio.com/">www.The3dStudio.com</a>
669 and may
670 not be re-distributed, sold, or given away except in the form of
671 rendered images, animations, or real time 3D applications when credit
672 is given to <a href="http://www.the3dstudio.com/">www.The3dStudio.com</a>.</p>
674 </li>
676 <li>
677 <p style="margin-bottom: 0cm;">Jonathan Clark at <a href="http://www.jonathanclark.com/">http://www.jonathanclark.com</a>
678 for some Golgotha textures thet were released to the public domain.</p>
680 </li>
682 <li>
683 <p style="margin-bottom: 0cm;">The 'Raptor Assault
684 Gunboat' mesh &amp; texture are &copy; 2002 by Adrian 'cearny'
685 Cearnau.</p>
687 </li>
689 <li>
690 <p style="margin-bottom: 0cm;">The robot andn ninja
691 mesh and animation are by <a href="http://www.psionic3d.co.uk/">Psionic</a>,
692 kindly made available from the <a href="http://www.insanesoftware.de/">CharacterFX</a>
693 site</p>
695 </li>
697 <li>
698 <p style="margin-bottom: 0cm;">The 'Razor 2' mesh is
699 by Dennis Verbeek</p>
701 </li>
703 <li>
704 <p style="margin-bottom: 0cm;">Skyboxes in
705 cubemapJS.zip are &copy;<a href="http://www.schlorb.com/">Johannes
706 Schlorb</a>, used with permission. </p>
708 </li>
710 <li>
711 <p>Grass texture is courtesy of Mathias 'freezer' Walc</p>
713 </li>
715 <li>
716 <p>The 'Han Solo' TrueType font is &copy; 2000 by Iconian
717 Fonts -
718 Daniel Zadorozny. This font may be freely distributed and is free for
719 all non-commercial uses. This font is e-mailware; that is, if you
720 like it, please e-mail the author at: <a href="mailto:iconian@aol.com">iconian@aol.com</a>.</p>
722 </li>
724 <li>SoftImage|XSI sample media files (facial.mesh, jaiqua.mesh
725 and associated files) are provided courtesy of Avid Technology, Inc.<br>
727 &copy; 2004 Avid Technology, Inc. All rights
728 reserved. Avid is either a registered trademark or trademark of Avid
729 Technology, Inc. in the United States and/or other countries. </li>
731 </ul>
733 <p>Included as source (modified as appropriate), and credited
734 appropriately in the source files affected:</p>
736 <ul>
738 <li>
739 <p style="margin-bottom: 0cm;">Many of the
740 maths/spatial routines are inspired by Dr D.H. Eberley, adapted from
741 the 'free' parts of the Wild Magic engine 0.2 source provided with his
742 book "3D Engine Design" (<a href="http://www.geometrictools.com/">http://www.geometrictools.com/</a>)</p>
744 </li>
746 <li>
747 <p style="margin-bottom: 0cm;">Quake3 loading routines
748 used a lot of information gleaned from <a href="http://www.planetquake.com/aftershock/">Aftershock</a>
749 and <a href="http://strony.poland.com/bsekura/">Bart
750 Sekura's ROGL</a></p>
752 </li>
754 <li>
755 <p style="margin-bottom: 0cm;">Singleton template
756 class is &copy; Scott Bilas 2000 from Game Programming Gems </p>
758 </li>
760 <li>
761 <p>Memory manager is based on MMGR &copy; Paul Nettle at <a href="../../../Docs/www.fluidstudios.com">Fluid Studios</a></p>
763 </li>
765 </ul>
767 <p>Standalone tools used:</p>
769 <ul>
771 <li>
772 <p style="margin-bottom: 0cm;">Document generation
773 from C++ source code is by Doxygen &copy; Dimitri van Heesch (<a href="http://www.doxygen.org/">http://www.doxygen.org</a>)</p>
775 </li>
777 <li>
778 <p>Milkshape3D for modelling &amp; exporting (<a href="http://www.milkshape3d.com/">http://www.milkshape3d.com</a>)</p>
780 </li>
782 </ul>
784 <p>And I'd also like to thank the following just for inspiration,
785 ideas, and pretty much anything else:</p>
787 <ul>
789 <li>
790 <p style="margin-bottom: 0cm;">Scott Meyers for his
791 superb 'Effective C++' series</p>
793 </li>
795 <li>
796 <p style="margin-bottom: 0cm;">Everybody who has ever
797 written for Game Developer magazine, but particularly Chris Hecker and
798 Jeff Lander whose work is consistently enlightening</p>
800 </li>
802 <li>
803 <p style="margin-bottom: 0cm;">Michael Abrash for his
804 'Zen' books which inspired me to try graphics programming in the first
805 place</p>
807 </li>
809 <li>
810 <p style="margin-bottom: 0cm;">Everybody at
811 SourceForge and VA Linux for providing <b>fantastic</b>
812 facilities for developers with modest budgets</p>
814 </li>
816 <li>
817 <p style="margin-bottom: 0cm;">Scott Adams (Dilbert)
818 for providing a humourous distraction when I've had enough for the day<br>
820 </p>
822 </li>
824 </ul>
826 <ul>
828 <li>
829 <p>My wife Marie for putting up with all this!</p>
831 </li>
833 </ul>
835 Copyright &copy; 2007 by The OGRE Team
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