OGRE (Object-Oriented Graphics Rendering Engine)
SDK Distribution README file
Getting Started
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.
Building the Samples
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.
Runtime configuration
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.
Building your own applications
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). 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.
Limitations of the SDK
Index Of Contents
A summary of the new and altered features in this release.
A gold mine of tutorials, tips and code snippets which will
help
you get up to speed with the engine. This is probably the best place to
start learning OGRE.
A descriptive reference to the major parts of the engine such as scripts.
The full OGRE API documentation, as generated from the (heavily!) commented source.
Keeping Up To Date
The best place to keep up to date with developments on OGRE is the Official Web Site. 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.
The changes included in this current version can be viewed on the ChangeLog.
Getting Support
Please use our extensive forums if you need help or think you may have found a bug. Go to the main web site and click on the Forums link.
Licensing
OGRE is available free (both 'free as in beer' and 'free as in speech') under the GNU Lesser General Public License or LGPL (see Docs/licenses/lgpl.txt). By downloading and using the software, you are subject to these licensing conditions, so please read the license text carefully. The LGPL is compatible with almost all possible uses of the library (including commercial uses), but there are some responsibilities placed upon the user to maintain the freedom of the software for downstream users.
Alternatively, you may license OGRE under the OGRE Unrestricted License (OUL) which comes with fewer conditions than the LGPL. This license is commercial and basically allows you to pay for the privilege of side-stepping the responsibilities of the LGPL. The software in both cases is identical, only the licensing conditions vary. If you wish to discuss this option please mail licensing@ogre3d.org for more details.
Licensing for 3rd-party libraries used in OGRE
Several 3rd-party libraries are used in OGRE for various purposes, and the licensing details of each are given here.Original Authors: | Hervé Drolon and Floris van den Berg |
Website: | http://freeimage.sourceforge.net |
Licensed Under: | FreeImage Public License |
Original Authors: | David Turner, Robert Wilhelm, and Werner Lemberg |
Website: | http://www.freetype.org |
Licensed Under: | FreeType License |
Original Authors: | Thomas G. Lane, Independent JPEG Group |
Website: | http://www.ijg.org/ |
Licensed Under: | LibJPEG License |
Original Authors: | Gerard Juyn, Glenn Randers-Pehrson, Raphael Assenat,
John Stiles |
Website: | http://www.libmng.com |
Licensed Under: | LibJPEG License |
Original Authors: | Guy Eric Schalnat, Andreas Dilger, Glenn
Randers-Pehrson and others |
Website: | http://www.libpng.org |
Licensed Under: | LibPNG License |
Original Authors: | Sam Leffler, Silicon Graphics Inc |
Website: | http://www.libtiff.org/ |
Licensed Under: | LibTIFF License |
Original Authors: | Jean-loup Gailly and Mark Adler |
Website: | http://www.zlib.net |
Licensed Under: | Zlib License |
Original Author: | Guido Draheim |
Website: | http://zziplib.sourceforge.net |
Licensed Under: | Mozilla Public License 1.1 |
Original Authors: | NVidia |
Website: | http://developer.nvidia.com |
Licensed Under: | Custom free license (binary only) |
Needed By: | Plugin_CgProgramManager |
Original Authors: | Phillip Castaneda |
Website: | http://www.wreckedgames.com/wiki/index.php/WreckedLibs:OIS |
Licensed Under: | Zlib License |
Original Authors: | Paul D Turner, Tomas Lindquist Olsen and others |
Website: | http://www.cegui.org.uk |
Licensed Under: | MIT License |
Original Authors: | Russell Smith |
Website: | http://www.ode.org/ |
Licensed Under: | BSD License |
Acknowledgements
The authors wish to credit the following for their work which is used in whole or in part in OGRE:
Artwork:
Matt Anderson at www.The3dStudio.com who kindly gave permission for the use of some textures. These textures are used with permission of www.The3dStudio.com 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 www.The3dStudio.com.
Jonathan Clark at http://www.jonathanclark.com for some Golgotha textures thet were released to the public domain.
The 'Raptor Assault Gunboat' mesh & texture are © 2002 by Adrian 'cearny' Cearnau.
The robot andn ninja mesh and animation are by Psionic, kindly made available from the CharacterFX site
The 'Razor 2' mesh is by Dennis Verbeek
Skyboxes in cubemapJS.zip are ©Johannes Schlorb, used with permission.
Grass texture is courtesy of Mathias 'freezer' Walc
The 'Han Solo' TrueType font is © 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: iconian@aol.com.
Included as source (modified as appropriate), and credited appropriately in the source files affected:
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 "3D Engine Design" (http://www.geometrictools.com/)
Quake3 loading routines used a lot of information gleaned from Aftershock and Bart Sekura's ROGL
Singleton template class is © Scott Bilas 2000 from Game Programming Gems
Memory manager is based on MMGR © Paul Nettle at Fluid Studios
Standalone tools used:
Document generation from C++ source code is by Doxygen © Dimitri van Heesch (http://www.doxygen.org)
Milkshape3D for modelling & exporting (http://www.milkshape3d.com)
And I'd also like to thank the following just for inspiration, ideas, and pretty much anything else:
Scott Meyers for his superb 'Effective C++' series
Everybody who has ever written for Game Developer magazine, but particularly Chris Hecker and Jeff Lander whose work is consistently enlightening
Michael Abrash for his 'Zen' books which inspired me to try graphics programming in the first place
Everybody at SourceForge and VA Linux for providing fantastic facilities for developers with modest budgets
Scott Adams (Dilbert)
for providing a humourous distraction when I've had enough for the day
My wife Marie for putting up with all this!