OGRE (Object-Oriented Graphics Rendering Engine)

SDK Distribution README file

http://www.ogre3d.org

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.

Important:If you have used a previous version of OGRE, make sure you remove Ogre.framework, CEGUI.Framework, Cg.framework and OgreCEGUIRenderer.framework from your /Library/Frameworks folder or any other 'root' folder. From version 1.4.5, all frameworks are referenced and deployed locally which is much more flexible when dealing with multiple versions, and also reflects how you would want to deploy an end application (see below).

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.

Limitations of the SDK

- Only Release Configurations: only the release mode build is included for size reasons. You can still build debug code of your own against the release mode SDK, but you can only build the release mode samples.
- Single Architecture: only a single architecture (i386) is included in the SDK, again for size reasons.

You can build multiple architectures and the debug version by obtaining the source release.

Deploying your own applications

In order to conform with standard OS X application behaviour, applications should contain all the dependencies they need inside the .app file in order to be installable via drag & drop. The Samples provided with this SDK cheat here to avoid copying dependencies verbatim into every single sample .app folder - instead we use a Run Script build phase to create a symbolic link in the Fo.app/Contents/Frameworks location which points to each framework in the Dependencies folder. You can do something similar for development but when you distribute a real application, obviously you will need to actually copy the dependencies properly into Foo.app so it can be deployed as a unit.

Index Of Contents

What's New?

A summary of the new and altered features in this release.

The OGRE Wiki

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.

The OGRE Manual

A descriptive reference to the major parts of the engine such as scripts.

API Reference

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.
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