forked from Mirrorlandia_minetest/irrlicht
Remove more obsolete files
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Source code of the Irrlicht Engine
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The complete source of the Irrlicht Engine can be found when decompressing
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the .zip file included in this directory.
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Please note that YOU DO NOT NEED THIS SOURCE to develop 3d applications with
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the Irrlicht Engine. Instead, please use the .dll in the \bin directory, the
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.lib in the \lib directory and the header files in the \include directory.
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You will find a good tutorial how to set up your development environment and to
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use the engine in the \examples directory. (Try 1.helloworld)
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The source of the engine is only included because of the following reasons:
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- To let developers be able to debug the engine.
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- To let developers be able to make changes to the engine.
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- To let developers be able to compile their own versions of the engine.
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HOW TO COMPILE THE ENGINE WITH LINUX
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If you wish to compile the engine in linux yourself, unzip the source source.zip
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file in the \source directory. Run a 'make' in the now existing new subfolder 'Irrlicht'.
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After this, you should be able to make all example applications in \examples.
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Then just start an X Server and run them, from the directory where they are.
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If you get a compiling/linking problem like
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undefined reference to `glXGetProcAddress'
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Then there are several solutions:
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A) This disables the use of OpenGL extensions:
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Open the file IrrCompileConfig.h, comment out _IRR_OPENGL_USE_EXTPOINTER_,
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and recompile Irrlicht using
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make clean
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make
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B) Replace all occurrences of 'glXGetProcAddress' with 'glXGetProcAddressARB' and run a
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make
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This will solve the issue but keep the OpenGL extension enabled.
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@ -1,53 +0,0 @@
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Source code of the Irrlicht Engine
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The complete source of the Irrlicht Engine can be found in this directory.
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Please note that YOU DO NOT NEED THIS SOURCE to develop 3d applications with
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the Irrlicht Engine. Instead, please use the .dll in the \bin directory, the
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.lib in the \lib directory and the header files in the \include directory.
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You will find a good tutorial how to set up your development environment and to
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use the engine in the \examples directory. (Try 01.helloworld)
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The source of the engine is included because for the following reasons:
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- To let developers be able to debug the engine.
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- To let developers be able to make changes to the engine.
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- To let developers be able to compile their own versions of the engine.
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HOW TO COMPILE THE ENGINE WITH LINUX
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If you wish to compile the engine for Linux yourself, run a 'make' in the
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folder 'source/Irrlicht'. After this, you should be able to make all example
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applications in examples. Then just run them from the directory where they are
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built.
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For the necessary compiler and linker flags please check the provided Makefiles
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in the examples directories.
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Only the Software Drivers and the Null Driver will work on all Linux machines,
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while OpenGL support requires either GLX support of the X11 server (try glxinfo)
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or a software OpenGL solution such as Mesa.
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If you get a compiling/linking problem like
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undefined reference to `glXGetProcAddress'
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This is a problem introduced by the NVidia drivers. There are several solutions:
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A) Update your drivers. All versions with GLX 1.4 support (i.e. beginning with
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12/2005) will work.
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B) Define the symbol _IRR_GETPROCADDRESS_WORKAROUND_ during compilation of
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COpenGLDriver.cpp, either by adding it to the compiler command line or by
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uncommenting the line defining this symbol inside the OpenGL driver source.
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This will force the use of glXGetProcAddressARB which has better chances to
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work on older systems.
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If you get compiling or runtime problems regarding XF86VidMode, Xxf86vm.so, or
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the XFree86 VidMode extension you have also several solutions:
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A) Install the extension for your X server or the developer package in case of
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compiler/linker problems.
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B) Disable the VidMode usage by disabling the define _IRR_LINUX_X11_VIDMODE_ in
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include/IrrCompileConfig.h
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In this case you might give the RandR extension a try (by enabling the
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next define in that file) which also provides fullscreen support under Linux.
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If both extensions fail you won't have fullscreen support for Irrlicht.
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