OGRE (Object-Oriented Graphics Rendering Engine)

Demo Distribution README file

http://www.ogre3d.org

Summary

OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce games and demos utilising 3D hardware. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes.

To run these demos you need to have DirectX 9 installed, although you can also choose to run the demos in OpenGL if you wish.

So now what?

These demos are only a small sample of what you can achieve with OGRE. For more eye candy, visit the Official Web Site, and click on 'Featured Projects. If you would like to start making applications using OGRE, you can download the latest source code and documentation from the site

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.
Core Dependencies
These are the libraries which the core of OGRE depends on, and are therefore prerequisites for any use of OGRE. None of these libraries have been modified from their original distributions, and they are all licensed under liberal terms. You should read the detail of the licenses when distributing an application since most require you to include the license in your documentation. All the license texts are included in the Docs/licenses folder.
FreeImage

Original Authors: | Hervé Drolon and Floris van den Berg
Website: | http://freeimage.sourceforge.net
Licensed Under: | FreeImage Public License

FreeType

Original Authors: | David Turner, Robert Wilhelm, and Werner Lemberg
Website: | http://www.freetype.org
Licensed Under: | FreeType License

LibJPEG

Original Authors: | Thomas G. Lane, Independent JPEG Group
Website: | http://www.ijg.org/
Licensed Under: | LibJPEG License

LibMNG

Original Authors: | Gerard Juyn, Glenn Randers-Pehrson, Raphael Assenat, John Stiles
Website: | http://www.libmng.com
Licensed Under: | LibJPEG License

LibPNG

Original Authors: | Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others
Website: | http://www.libpng.org
Licensed Under: | LibPNG License

LibTIFF

Original Authors: | Sam Leffler, Silicon Graphics Inc
Website: | http://www.libtiff.org/
Licensed Under: | LibTIFF License

Zlib

Original Authors: | Jean-loup Gailly and Mark Adler
Website: | http://www.zlib.net
Licensed Under: | Zlib License

Zziplib

Original Author: | Guido Draheim
Website: | http://zziplib.sourceforge.net
Licensed Under: | Mozilla Public License 1.1

Optional Plugin Dependencies
These dependencies are only needed if you use the plugins they relate to.
NVidia Cg

Original Authors: | NVidia
Website: | http://developer.nvidia.com
Licensed Under: | Custom free license (binary only)
Needed By: | Plugin_CgProgramManager

Sample Program Dependencies
These dependencies are only used by our sample programs, and thus you do not need to use them to use OGRE, if you don't want to.
OIS

Original Authors: | Phillip Castaneda
Website: | http://www.wreckedgames.com/wiki/index.php/WreckedLibs:OIS
Licensed Under: | Zlib License

CEGUI

Original Authors: | Paul D Turner, Tomas Lindquist Olsen and others
Website: | http://www.cegui.org.uk
Licensed Under: | MIT License

ODE

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.

- SoftImage|XSI sample media files (facial.mesh, jaiqua.mesh and associated files) are provided courtesy of Avid Technology, Inc.
  © 2004 Avid Technology, Inc. All rights reserved. Avid is either a registered trademark or trademark of Avid Technology, Inc. in the United States and/or other countries.

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!

Copyright © 2007 by The OGRE Team