==========================================================================
The Irrlicht Engine SDK version 1.5
==========================================================================

  Irrlicht Engine SDK의 사용을 환영합니다.

  이 파일의 내용:

  1. Directory Structure Overview
  2. How To Start
  3. Requirements
  4. Release Notes
  5. License
  6. Contact



==========================================================================
1. Directory Structure Overview
==========================================================================

  SDK의 압축을 해제 후 몇몇의 디렉토리들을 볼 것이다. 이들은  :

  \bin         컴파일된 Irrlicht.DLL 라이브러리와 몇개의 컴파일된 데모 와 예제 어플리케이션들,
               그것들을 보기 위해선 시작하면 Irrlicht 엔진이 동작 중에 시작한 하면 된다. 윈도우즈만.
  \doc         Irricht 문서들.
  \examples    Examples and tutorials showing how to use the engine with
               C++.
  \example.net Examples and tutorials showing how to use the engine with
               .NET languages.
  \exporters   Exporters and tools for various 3D modelling packages. There
               is a readme file with more details in the directory.
  \include     Header files to include when programming with the engine.
  \lib         Libs to link with your programs when using the engine.
  \media       Graphics and sound resources for the demo applications and
               examples.
  \source      The source code of the Irrlicht Engine. This code is
               not needed to develop applications with the engine,
               but it is included to enable recompilation and
               debugging, if necessary.
  \tools       Useful tools (with sourcecode) for the engine.



==========================================================================
2. How to start
==========================================================================

  To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
  directory, and start some applications. There should also be an
  application named Demo.exe which should show the most
  interesting features of Irrlicht.

  To start developing own applications and games with the engine take
  a look at the 01.HelloWorld example in the \examples directory.
  There is also a .html file with a tutorial which should be
  easily comprehensible.

  The Irrlicht Engine is a static lib under linux. A precompiled version can be
  generated from the sources using the Makefile in source/Irrlicht. Unzip the
  file source.zip in the /source directory. Run 'make' in the newly created
  subfolder source/Irrlicht. After this you should be able to 'make' all
  example applications in /examples. You can run the examples directly from the
  directory they are created in.

  It is also possible to use Irrlicht as shared object
  (libIrrlicht.so.versionNumber). Use the proper makefile target for this by
  running 'make sharedlib' in the source folder. See the Makefile for details.

  For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
  build the libIrrlicht.a library necessary to create the apps.

==========================================================================
3. Requirements
==========================================================================

  You can use one of the following compilers/IDEs to develop applications
  with Irrlicht or recompile the engine. However, other compilers/IDEs may
  work as well, we simply didn't test them.

  * gcc 3.3
  * gcc 3.4
  * gcc 4.x
  * Visual Studio.NET 2003 (7.1)
  * Visual Studio 2005 (8.0)
  * Visual Studio 2008 (9.0)
  * Code::Blocks 1.0 (& gcc or visual studio toolkit)
  * DevC++ 5.0 & gcc (project files included)

  If you ever want to (re)compile the engine yourself (which means you don't
  want to use the precompiled version) you need the following:

  * Windows:
    * Needed: PlatformSDK (which usually comes with all IDEs, download
            it separately for MSVC Express 2005)
    * Optional: DirectX SDK, for D3D9 support
    * Optional: DirectX SDK prior to May 2006, for D3D8 support

  * Linux:
    * Needed: XServer with include files
    * Optional: OpenGL headers and libraries (libGL.so), for OpenGL support
    *       GLX + XF86VidMode or XRandr extension (X11 support libraries,
        the latter two for fullscreen mode)

  * OSX:
    * Needed: XCode and Cocoa framework
    * Needed: OpenGL headers and libraries

==========================================================================
4. Release Notes
==========================================================================

  Informations about changes in this new version of the engine can be
  found in changes.txt.

  Please note that the textures, 3D models and levels are copyright
  by their authors and not covered by the Irrlicht engine license.

==========================================================================
5. License
==========================================================================

  The license of the Irrlicht Engine is based on the zlib/libpng license.
  Even though this license does not require you to mention that you are
  using the Irrlicht Engine in your product, an acknowledgement
  would be highly appreciated.

  Please note that the Irrlicht Engine is based in part on the work of
  the Independent JPEG Group, the zlib, and libpng. This means that if you use
  the Irrlicht Engine in your product, you must acknowledge somewhere
  in your documentation that you've used the IJG code and libpng. It would
  also be nice to mention that you use the Irrlicht Engine and the zlib.
  See the README files in the jpeglib and the zlib for
  further informations.


  The Irrlicht Engine License
  ===========================

  Copyright (C) 2002-2008 Nikolaus Gebhardt

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgement in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be clearly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.


==========================================================================
6. Contact
==========================================================================

  If you have problems, questions or suggestions, please visit the
  official homepage of the Irrlicht Engine:

  http://irrlicht.sourceforge.net

  You will find forums, bugtrackers, patches, tutorials, and other stuff
  which will help you out.

  If want to contact the team of the engine, please send an email to
  Nikolaus Gebhardt:

  irrlicht@users.sourceforge.net

  Please also not that parts of the engine have been written or contributed
  by other people. Especially: (There are probably more people, sorry if I forgot one.
  See http://irrlicht.sourceforge.net/author.html for more informations)

  Christian Stehno (hybrid)   Contribution Coordinator/Developer
  Gareth Davidson (bitplane)  Developer/ Forum admin
  Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
  Luke P. Hoschke (luke)      Wrote the b3d loader, the new animation system, VBOs and other things
  Colin MacDonald (rogerborg)
  Dean Wadsworth (varmint)    OSX port maintainer and game developer
  Alvaro F. Celis (afecelis)  Lots of work in the community, for example video tutorials about Irrlicht, forum admin
  John Goewert (Saigumi)      Wrote some tutorials for the Irrlicht Engine and doing admin stuff
  Jam                         Takes care of moderating the forums and keeps them clean from those evil spammers.

  Etienne Petitjean wrote the MacPort of the engine
  Mark Jeacocke    Wrote lots of helpful comments and ideas in the forums and per email.
  Julio Gorg?Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
  Andy Spurgeon    Wrote the Dev-Cpp tutorial.
  Andr?Simon    Wrote the Codewarrior tutorial.
  KnightToFlight    Created the unoffical terrain renderer addon for the Irrlicht Engine.
  Jon Pry    Wrote the code to load compressed TGA files.
  Matthew Couch    Wrote the tokamak integration tutorial.
  Max Winkel    Wrote the splitscreen tutorial.
  Gorgon Zola    Wrote the ODE integration tutorial.
  Dean P. Macri    Sent in code for curved surfaces and PCX Loading.
  Sirshane    Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
  Matthias Gall    Sent in code for a spline scene node animator and reported lots of bugs.
  Mario Gruber    Suggested triangle fan drawing and sent in code for this.
  Ariaci    Spotted out a bug in the ATI driver.
  Dr Andros C Bragianos    Improved texture mapping in cube scene node.
  Philipp Dortmann    Sent in code for stencil buffer support for OpenGL.
  Jerome Nichols    Created the Irrlicht/Ruby interface located at irr.rubyforge.org
  Vash TheStampede    Sent code for missing Draw2DLine() implementations
  MattyBoy    XBOX support suggestions
  Oliver Klems    createImageFromData() method suggestion/implementation
  Jox    really, really a lot of bug fixes, and the LMTS file loader
  Zola    Quaternion method additions
  Tomasz Nowakowski    various bug fixes
  Nicholas Bray    stencil shadow bug fixes with OpenGL
  REAPER    mouswheel events for scrollbar
  Calimero    various bug fixes like vector2d operators
  Haddock    bugfix in the linked list
  G.o.D    XML parser fix
  Erik Zilli    Translated some of the tutorials from my stuttering english into real english. :)
  Martin Piskernig    Linux bugfixing and testing
  Soconne    Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
  Spintz    GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
  Murphy McCauley    OCT file loader, MIM tools
  Saurav Mohapatra    IrrCSM, and lots of addons, suggestions and bug reports
  Zhuck Dimitry    My3D Tools
  Terry Welsh    Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
  rt    Wrote the original .png loader for Irrlicht
  Salvatore Russo    Wrote the original .dmf loader for Irrlicht
  Vox    Various bug reports and fixes
  atomice    Contributed code for a ms3d loader enhancement
  William Finlayson    OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
  Delight    Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
  Michael Zoech    Improved GLSL support
  Greg Roelofs    Created the zlib and libpng
  Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others    Created libpng
  The Independent JPEG Group    Created JPEG lib


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