OGRE (Object-Oriented Graphics Rendering Engine)
SDK Distribution README file
Getting Started
This distribution contains the precompiled SDK release of OGRE for iPhone SDK. 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
Deploying your own applications
In order to conform with standard iPhone 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
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
Please see the full license documentation for details.
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!