OGRE (Object-Oriented Graphics Rendering Engine)
Source Distribution README file
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.
Index Of Contents
A summary of OGRE's main features.
Building the core OGRE libraries
This section covers building the libraries and plugins which make up the core OGRE system.
Summarises the purpose of each of the samples provided with OGRE and the example application framework used to build them.
A set of tutorials designed to help you write your own OGRE applications.
The full OGRE API documentation, as generated from the (heavily!) commented source.
Advice on how to extend the engine by building plugins.
If you're having problems, please consult the FAQ before asking the authors or posting in the forums.
If you are running on Linux, please also see the Linux README which will also assist you in Linux-specific issues. If you are running Mac OSX, read the Mac README.
Authors
The following people are responsible for the blood, sweat and tears it took to bring you OGRE:
Steve Streeting (steve@stevestreeting.com)
Steve had been thinking about creating something like OGRE since about February 2000, but work really started on it in 2001. Steve is responsible for the overall design, project management and changes to all the core functionality. He is also the main public contact for the project, at the above address. Steve is prone to ranting about why games should have the same coding and design standards as business software, and is based in St Peter Port, Guernsey (a small British island off the French coast).
Adrian 'cearny' Cearnău (cearny@cearny.ro)
Cearny joined the project in February 2002. Cearny supplied the impetus and much of the implementation for switching OGRE to a completely dynamically-loaded library, provided the debugging memory manager, rationalised the codec system and has generally done a fine job of challenging my assumptions and generally improving the quality of the project. Cearny is based in Bucharest, Romania.
Thomas 'temas' Muldowney (temas@jabber.org)
Temas joined the project in April 2002 and has been responsible for the Linux port and also generally on ANSI C++ compliance. He comes from a background of open-source development, and is currently a lead contributor to the Jabber open-source server as well as working on OGRE. He's based in Texas, USA.
Jon Anderson (janders@users.sf.net)
John joined the project in November 2002 and has been responsible for developing the OctreeSceneManager and it's subclass TerrainSceneManager, so all those rolling terrain shots are down to his hard work. Jon is based in Minnesota, USA.
The following people have also made significant contributions to OGRE, and the team would like to thank them for their work:
Contributing
We welcome all contributions to OGRE, be that new plugins, bugfixes, extensions, tutorials, documentation, example applications, artwork or pretty much anything else! If you would like to contribute to the development of OGRE, please read the Contributor License Agreement, and then contact Steve Streeting at steve@stevestreeting.com if you agree with the terms.
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.
Reporting a bug or requesting a feature
This can be done through the Sourceforge project site, which you can find at http://sourceforge.net/projects/ogre.
Licensing
OGRE is distributed as free software under the GNU Lesser General Public License (see License.html). In summary this means that you can use OGRE for any purpose, provided that if you make changes to OGRE itself, you must release the changes back into into the public domain under the LGPL and make it clear where you have made the changes. Your own application can be distributed under any license you like.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt.
In addition, if you use Ogre it would be nice if you displayed the Ogre logo somewhere in your application (start up or shutdown) for a minimum of 2 seconds. This splash-screen is displayed on the standard Ogre configuration dialog anyway, so if you use that you don't need to do anything extra. The logo is included in the download archive as Examples\Resources\ogrelogo.png.
Some textures distrubuted with Ogre 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.
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.
Acknowledgements
The authors wish to credit the following for their work which is used in whole or in part in OGRE:
General contributions:
Artwork:
Included as source (modified as appropriate), and credited appropriately in the source files affected:
Source not modified, but linked in as part of the complete OGRE system:
Standalone tools used:
And I'd also like to thank the following just for inspiration, ideas, and pretty much anything else:
Copyright © 2002 by
The OGRE Team