forked from Mirrorlandia_minetest/irrlicht
Drop obsolete docs
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If you wish to compile the engine in linux yourself,
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goto the \source directory. Run a 'make' in the 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 want to compile only the Irrlicht Engine you should use XCode project available at source/Irrlicht/ directory. You can also use examples/BuildAllExamples.xcworkspace file to build the Irrlicht Engine + all examples.
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The Win32-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
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You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
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To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
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To re-compile Irrlicht for Win32-VisualStudio:
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There are several project files for different VS versions in source/Irrlicht.
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Irrlicht10.0.sln is for VS 2010
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Irrlicht11.0.sln is for VS 2012
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Irrlicht12.0.sln is for VS 2013
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To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
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For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
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Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
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You might want to change that in the project settings and set it to your current version.
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Make sure you use the same platform toolset in your application and in the engine.
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Also when compiling examples each example has to use the same platform toolset as was used for the engine.
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Platform should be Win32
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Configuration is by default "Release"
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But you can also chose "Debug" if you want Irrlicht with Debug information.
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Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib
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If you wish to compile Irrlicht for Win32-gcc you have several choices.
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1. You can work from within a MinGW shell.
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Go to the folder source/Irrlicht and run the Makefile with:
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make win32
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Examples can be build by going into the folder of the example (for example examples/01.HelloWorld) and running the Makefile with:
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make all_win32
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2. Use the Code::Blocks IDE
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There is a project file called Irrlicht-gcc.cbp in source/Irrlicht to compile just the engine.
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Be sure to select a Windows target like "Win32 - release - accurate math - dll"
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There is also Code::Blocks workspace file in the examples folder called BuildAllExamples.workspace
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Again be sure to select a Windows target like "Win32 - release - accurate math - dll"
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This workspace allows you to compile the engine together with all examples and tools.
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If you wish to compile Irrlicht for emscripten please check the documenation in examples/01.HelloWorld_emscripten.
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Checklist for Irrlicht developers doing releases.
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Note: Generally the more platforms, compilers, settings you can test the better. Ask for help for platforms which you don't own.
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- PRE-BUILD TESTS:
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- - Run tests in the tests folder
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- - Compile and run examples.
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- - Compile and run the tools. Note that some tools are in the buildall-examples VS project files on Windows,
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but on Linux command line you have to compile them individually.
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- VERSION UPDATES:
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- - check IRRLICHT_SDK_VERSION (in IrrCompileConfig.h)
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- - check version number in the Makefile
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- - update readme.txt (version number, supported compilers)
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- - Add new release information (date+version-number) in changes.txt
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- - go through folders if other .txt files still make sense (things change and updating those files tends to be forgotten)
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- DOCUMENTATION UPDATES:
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- - run makedocumentation.sh in scripts\doc\irrlicht
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- - run maketutorial.sh in scripts\doc\irrlicht (commit changed tutorial.html's)
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- BUILDING THE RELEASE
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(TBD - should we still release dll's? Newer and older VS builds are no longer compatible anyway)
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- - run a clean build for buildAllExamples in the examples folder with the
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target compiler for 32-bit and for release (old VS compiler - so far VS2010)
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- - when possible compile the dll for MinGW on Windows (in release and with -s for smaller size)
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- - when possible compile the dll for 64 bit (again with Visual Studio and release)
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- - create a target directory, like irrlicht-1.8.1 for example
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- - svn export to the target directory
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- - copy the subfolders of doctemp into the doc folder of the target directory
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careful, this should only be one(!) subfolder (we ended up with copies before, maybe Windows/Linux builds use different names?)
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- - copy all .exe files (except test.exe) from bin\Win32-VisualStudio (.pdb's are not necessary)
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- - copy Irrlicht.dll from bin\Win32-visualstudio
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- - copy the files in lib\Win32-visualstudio
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- - copy Irrlicht.dll from bin\Win64-VisualStudio
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- - copy the files in lib\Win64-visualstudio
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- - copy Irrlicht.dll from bin\Win32-gcc
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- - copy the files in lib\Win32-gcc
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- - remove the tests folder
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- - remove scripts folder (if the release comes with docs, if you do a release
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without docs for smaller filesizes then the script folder has to stay in).
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- - create a zip file
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- - figure out how to fix unix access right for shell-scripts in the zip file (my
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trick so far is: unzip in Linux, set +x for all .sh files, zip again)
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RELEASING:
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- - upload the zip-file somewhere, then download it again on all platforms and do
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another quick test with that file (do examples still run, can you compile)
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- - give the link to the zip out on the mailinglist for others to look at
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- - Upload new documentation (the content of doc/html) to: web.sourceforge.net
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(sftp protocol, user and passwd are your sourceforge account, the folder
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might not be shown - but you can still cd into it!):
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/home/project-web/i/ir/irrlicht/htdocs
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Best create first a folder with a new name, copy stuff in there, test (just
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check the website), rename old folder and give new folder the "docu" name.
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Then you can delete the old folder if you want.
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- - upload the zip by logging in to sourceforge and using the "Files" menu (needs
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admin privileges and it's the 'Files' menu between 'Summary' and 'Reviews').
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The target is in one of the Irrlicht SDK subfolders. Then click the "i" beside
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the file and "select all" to make it the active download.
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- - write a forum post, tell everyone in facebook, reddit, your friends...
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- - login to wordpress at http://irrlicht.sourceforge.net/wp-login.php, update the
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downloads section and write a release post.
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irr-readme.txt
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irr-readme.txt
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==========================================================================
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The Irrlicht Engine SDK version 1.9
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==========================================================================
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Welcome to the Irrlicht Engine SDK.
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Content of this file:
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1. Directory Structure Overview
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2. How To Start
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3. Requirements
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4. Release Notes
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5. License
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6. Contact
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==========================================================================
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1. Directory Structure Overview
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==========================================================================
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You will find some directories after uncompressing the archive of the
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SDK. These are:
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\bin The compiled library Irrlicht.DLL and some compiled demo
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and example applications, just start them to see the
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Irrlicht Engine in action. Windows only.
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\doc Documentation of the Irrlicht Engine.
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\examples Examples and tutorials showing how to use the engine with
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C++.
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\include Header files to include when programming with the engine.
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\lib Libs to link with your programs when using the engine.
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\media Graphics and sound resources for the demo applications and
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examples.
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\source The source code of the Irrlicht Engine. This code is
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not needed to develop applications with the engine,
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but it is included to enable recompilation and
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debugging, if necessary.
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\tools Useful tools (with sourcecode) for the engine.
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==========================================================================
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2. How to start
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==========================================================================
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To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
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directory, and start some applications. There should also be an
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application named Demo.exe which should show the most
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interesting features of Irrlicht.
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To start developing own applications and games with the engine take
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a look at the 01.HelloWorld example in the \examples directory.
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There is also a .html file with a tutorial which should be
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easily comprehensible.
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The Irrlicht Engine is a static lib under linux. A precompiled version can be
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generated from the sources using the Makefile in source/Irrlicht. Run 'make' in
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that subfolder. After this you should be able to 'make' all
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example applications in /examples by calling the buildAllExamples script. You
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can run the examples then from the bin folder.
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It is also possible to use Irrlicht as shared object
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(libIrrlicht.so.versionNumber). Use the proper makefile target for this by
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running 'make sharedlib' in the source folder. See the Makefile for details.
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For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
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build the libIrrlicht.a library necessary to create the apps.
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==========================================================================
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3. Requirements
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==========================================================================
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You can use one of the following compilers/IDEs to develop applications
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with Irrlicht or recompile the engine. However, other compilers/IDEs may
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work as well, we simply didn't test them.
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* gcc 4.x
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* Visual Studio 2010(10.0)-2013(12.0)
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* Code::Blocks (& gcc or visual studio toolkit)
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If you ever want to (re)compile the engine yourself (which means you don't
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want to use the precompiled version) you need the following:
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* Windows:
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* Needed: PlatformSDK (which usually comes with all IDEs, download
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it separately for MSVC Express 2005)
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* Optional: DirectX SDK, for D3D9 support
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* Optional: DirectX SDK prior to May 2006, for D3D8 support
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* Linux:
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* Needed: XServer with include files
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* Optional: OpenGL headers and libraries (libGL.so) for OpenGL support
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GLX +
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XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
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(X11 support libraries, the latter two for fullscreen mode)
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* OSX:
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* Needed: XCode and Cocoa framework
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* Needed: OpenGL headers and libraries
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==========================================================================
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4. Release Notes
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==========================================================================
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Informations about changes in this new version of the engine can be
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found in changes.txt.
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Please note that the textures, 3D models and levels are copyright
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by their authors and not covered by the Irrlicht engine license.
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==========================================================================
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5. License
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==========================================================================
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The license of the Irrlicht Engine is based on the zlib/libpng license.
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Even though this license does not require you to mention that you are
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using the Irrlicht Engine in your product, an acknowledgement
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would be highly appreciated.
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Please note that the Irrlicht Engine is based in part on the work of
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the Independent JPEG Group, the zlib, and libpng. This means that if you use
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the Irrlicht Engine in your product, you must acknowledge somewhere
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in your documentation that you've used the IJG code and libpng. It would
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also be nice to mention that you use the Irrlicht Engine and the zlib.
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See the README files in the jpeglib and the zlib for
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further informations.
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The Irrlicht Engine License
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===========================
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Copyright (C) 2002-2012 Nikolaus Gebhardt
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgement in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be clearly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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==========================================================================
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6. Contact
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==========================================================================
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If you have problems, questions or suggestions, please visit the
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official homepage of the Irrlicht Engine:
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http://irrlicht.sourceforge.net
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You will find forums, bugtrackers, patches, tutorials, and other stuff
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which will help you out.
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If want to contact the team of the engine, please send an email to
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Nikolaus Gebhardt:
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irrlicht@users.sourceforge.net
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Please also not that parts of the engine have been written or contributed
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by other people. Especially: (There are probably more people, sorry if I forgot one.
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See http://irrlicht.sourceforge.net/author.html for more informations)
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Christian Stehno (hybrid) Contribution Coordinator/Developer
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Michael Zeilfelder (cutealien) Developer
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Patryk Nadrowski (Nadro) Developer
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Yoran Bosman (Yoran) Webserver administrator
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Gareth Davidson (bitplane) Developer/ Forum admin
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Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
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Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
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Colin MacDonald (rogerborg) All hands person
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Ahmed Hilali (blindside) The shader and advanced effects man
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Dean Wadsworth (varmint) OSX port maintainer and game developer
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Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin
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John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff
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Jam Takes care of moderating the forums and keeps them clean from those evil spammers.
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Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)
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Etienne Petitjean wrote the MacPort of the engine
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Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
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Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
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Andy Spurgeon Wrote the Dev-Cpp tutorial.
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André Simon Wrote the Codewarrior tutorial.
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KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.
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Jon Pry Wrote the code to load compressed TGA files.
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Matthew Couch Wrote the tokamak integration tutorial.
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Max Winkel Wrote the splitscreen tutorial.
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Gorgon Zola Wrote the ODE integration tutorial.
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Dean P. Macri Sent in code for curved surfaces and PCX Loading.
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Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
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Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.
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Mario Gruber Suggested triangle fan drawing and sent in code for this.
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Ariaci Spotted out a bug in the ATI driver.
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Dr Andros C Bragianos Improved texture mapping in cube scene node.
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Philipp Dortmann Sent in code for stencil buffer support for OpenGL.
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Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org
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Vash TheStampede Sent code for missing Draw2DLine() implementations
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MattyBoy XBOX support suggestions
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Oliver Klems createImageFromData() method suggestion/implementation
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Jox really, really a lot of bug fixes, and the LMTS file loader
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Zola Quaternion method additions
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Tomasz Nowakowski various bug fixes
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Nicholas Bray stencil shadow bug fixes with OpenGL
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REAPER mouswheel events for scrollbar
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Calimero various bug fixes like vector2d operators
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Haddock bugfix in the linked list
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G.o.D XML parser fix
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Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)
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Martin Piskernig Linux bugfixing and testing
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Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
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Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
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Murphy McCauley OCT file loader, MIM tools
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Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports
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Zhuck Dimitry My3D Tools
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Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
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rt Wrote the original .png loader for Irrlicht
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Salvatore Russo Wrote the original .dmf loader for Irrlicht
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Vox Various bug reports and fixes
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atomice Contributed code for a ms3d loader enhancement
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William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
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Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
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Michael Zoech Improved GLSL support
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Jean-loup Gailly, Mark Adler Created the zlib and libpng
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Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
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The Independent JPEG Group Created JPEG lib
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Dr Brian Gladman AES Created aesGladman
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You might have to recompile the engine to get library files in here.
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Check the readme.txt in the corresponding bin folders for more information.
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You might have to recompile the engine to get library files in here.
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Check the readme.txt in the corresponding bin folders for more information.
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You might have to recompile the engine to get library files in here.
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Check the readme.txt in the corresponding bin folders for more information.
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You might have to recompile the engine to get library files in here.
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Check the readme.txt in the corresponding bin folders for more information.
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This branch is used for development of the OpenGL-ES drivers for Irrlicht.
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There will be drivers for ogl-es 1.x and 2.x at some time, but we'll start
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with 1.x first. Both drivers will be separate drivers, loosely based on the
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OpenGL driver.
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The branch is based on SVN/trunk and will be updated only very slowly. It's
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not intended for regular use besides when working with ogl-es development.
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