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Update CHANGES.md and README.md

seanpaultaylor преди 13 години
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променени са 2 файла, в които са добавени 39 реда и са изтрити 24 реда
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      CHANGES.md
  2. 37 22
      gameplay-encoder/README.md

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CHANGES.md

@@ -1,10 +1,10 @@
 ## v1.5.0
 ## v1.5.0
 
 
-- Linux support.
+- Linux x64 support tested on Ubuntu 12+.
 - CMake support for Linux makefile generation.
 - CMake support for Linux makefile generation.
 - Gamepad controllers support for desktops.
 - Gamepad controllers support for desktops.
 - Touch gesture support for tap, swipe and pinch.
 - Touch gesture support for tap, swipe and pinch.
-- Vehicle phyics support via new PhysicsVehicle adn PhysicsVehicleWheels classes.
+- Vehicle phyics support via new PhysicsVehicle and PhysicsVehicleWheel classes.
 - Adds gameplay-tests project as a test app for various engine features with initial basic tests.
 - Adds gameplay-tests project as a test app for various engine features with initial basic tests.
 - Adds support for Scene files for wildcard identifiers.
 - Adds support for Scene files for wildcard identifiers.
 - Web community forums at http://www.gameplay3d.org/forums
 - Web community forums at http://www.gameplay3d.org/forums

+ 37 - 22
gameplay-encoder/README.md

@@ -1,41 +1,42 @@
 ## gameplay-encoder
 ## gameplay-encoder
 Command-line tool for encoding games assets like true-type fonts and 3D scene files
 Command-line tool for encoding games assets like true-type fonts and 3D scene files
 into a simple binary-based bundle file format for the gameplay 3D game framework runtime. 
 into a simple binary-based bundle file format for the gameplay 3D game framework runtime. 
-The 'bin' folder contains pre-built versions of the gameplay-encoder executables for both 
-Windows 7 and MacOS X with support built-in support for:
+The 'bin' folder contains pre-built versions of the gameplay-encoder executables for 
+Windows 7, MacOS X and Linux x64 (tested on Ubuntu 12+) with support built-in support for:
 
 
 ## TrueType Font
 ## TrueType Font
-TrueType Fonts represent a standard in defining outline fonts and has become the 
-most common format for fonts. The gameplay-encoder reads these fonts and binary encodes 
-them into a texture mapped base representation using a texture atlas and 8-bit alpha
+TrueType Fonts represent a standard in defining outline fonts and has become the 
+most common format for fonts. The gameplay-encoder reads these fonts and binary encodes 
+them into a texture mapped base representation using a texture atlas and 8-bit alpha
 representation.
 representation.
 
 
-## COLLADA Scene
-COLLADA is a royalty-free XML schema that enables digital asset exchange 
+## COLLADA Scene
+COLLADA is a royalty-free XML schema that enables digital asset exchange 
 within the interactive 3D industry. Most major 3D DCC tools support export to COLLADA 1.4.
 within the interactive 3D industry. Most major 3D DCC tools support export to COLLADA 1.4.
 
 
 ## FBX Scene
 ## FBX Scene
-Autodesk® FBX® asset exchange technology facilitates higher-fidelity data exchange 
-between several Autodesk content creation packages
-Autodesk® Maya®, Autodesk® 3ds Max®, Autodesk® MotionBuilder®, Autodesk® Mudbox®, and Autodesk® Softimage®
-For more information goto "http://www.autodesk.com/fbx".
-
-## Building gameplay-encoder
-The gameplay-encoder comes pre-built for both Windows 7 and MacOS X in the 'bin' folder.
-However, to build the gameplay-ecoder yourself just open either the 
-Visual Studio 2010 project "gameplay-encoder.vccproj" on Windows 7 or
+Autodesk® FBX® asset exchange technology facilitates higher-fidelity data exchange 
+between several Autodesk content creation packages
+Autodesk® Maya®, Autodesk® 3ds Max®, Autodesk® MotionBuilder®, Autodesk® Mudbox®, and Autodesk® Softimage®
+For more information goto "http://www.autodesk.com/fbx".
+
+## Building gameplay-encoder
+The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux x64 in the 'bin' folder.
+However, to build the gameplay-ecoder yourself just open either the 
+Visual Studio 2010 project "gameplay-encoder.vccproj" on Windows 7 or
 XCode project "gameplay-encoder.xcodeproj" on MacOSX.
 XCode project "gameplay-encoder.xcodeproj" on MacOSX.
+Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake .. from build then make.
 
 
 ### Building with FBX Support on Windows 7 using Visual Studio 2010
 ### Building with FBX Support on Windows 7 using Visual Studio 2010
 - Download and install the FBX SDK for Window VS2010. (http://www.autodesk.com/fbx)
 - Download and install the FBX SDK for Window VS2010. (http://www.autodesk.com/fbx)
 - Edit the project properties of "gameplay-encoder" for Debug
 - Edit the project properties of "gameplay-encoder" for Debug
 - Add Preprocessor Definition "USE_FBX" (C++/Preprocessor)
 - Add Preprocessor Definition "USE_FBX" (C++/Preprocessor)
 - Add the FBX SDK include directory to Additional Include Directories (C++/General)
 - Add the FBX SDK include directory to Additional Include Directories (C++/General)
-  * Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.2/include
+  * Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.3/include
 - Add the FBX lib directory to the Additional Library Directories (Linker/General)
 - Add the FBX lib directory to the Additional Library Directories (Linker/General)
-  * Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.2/lib/vs2010/x86
-- Add "fbxsdk-2013.2-mdd.lib"(Release) to the Additional Dependencies (Linker/Input)
-  * Example: fbxsdk-2013.2-mdd.lib
+  * Example: C:/Program Files/Autodesk/FBX/FbxSdk/2013.3/lib/vs2010/x86
+- Add "fbxsdk-2013.3-mdd.lib"(Release) to the Additional Dependencies (Linker/Input)
+  * Example: fbxsdk-2013.3-mdd.lib
 - Build gameplay-encoder
 - Build gameplay-encoder
 
 
 ### Building with FBX Support on Mac OS X using XCode 4.3.2+
 ### Building with FBX Support on Mac OS X using XCode 4.3.2+
@@ -43,12 +44,26 @@ XCode project "gameplay-encoder.xcodeproj" on MacOSX.
 - Edit the project properties of target "gameplay-encoder".
 - Edit the project properties of target "gameplay-encoder".
 - Add Preprocessor Macro "USE_FBX" to both Debug/Release sections. (Build Settings)
 - Add Preprocessor Macro "USE_FBX" to both Debug/Release sections. (Build Settings)
 - Add the FBX include directory to Header Search Paths: (Build Settings)
 - Add the FBX include directory to Header Search Paths: (Build Settings)
-  * Example: "/Applications/Autodesk/FBX SDK/2013.2/include" (Use quotes due to additional space in path)
+  * Example: "/Applications/Autodesk/FBX SDK/2013.3/include" (Use quotes due to additional space in path)
 - Add the FBX library and dependency Library/Frameworks: (Build Phases -> Link Binary with Libraries)
 - Add the FBX library and dependency Library/Frameworks: (Build Phases -> Link Binary with Libraries)
-  * Example: /Applications/Autodesk/FBX SDK/2013.2/lib/gcc4/ub/libfbxsdk-2013.2-static.a  (Add Other)
+  * Example: /Applications/Autodesk/FBX SDK/2013.3/lib/gcc4/ub/libfbxsdk-2013.3-static.a  (Add Other)
   * Example: libiconv.dylib, Cocoa.framework, SystemConfiguration.framework
   * Example: libiconv.dylib, Cocoa.framework, SystemConfiguration.framework
 - Build gameplay-encoder
 - Build gameplay-encoder
 
 
+### Building with FBX Support on Linux x64
+- Download and install the FBX SDK for Mac OS X (http://www.autodesk.com/fbx)
+- Edit the gameplay-encoder/CMakeLists.txt adding the following:
+- Add the FBX include directory to Header Search Paths: (Build Settings)
+  * Example: /usr/include/fbxsdk
+- Add Preprocessor Macro to the add"-DUSE_FBX" to the end of the add_definitions(...) section of the CMakeLists.txt
+- Add the FBX library path to the link_directories(...) section of the CMakeLists.txt
+  * Example: /usr/lib/gcc4
+- Add the FBX library to the set(APP_LIBRARIES {...} )
+  * Example: fbxsdk-2013.3-static
+- Add the FBX library to the library to the add_definitions(-l...) section of the CMakeLists.txt
+  * Example -lfbxsdk-2013.3-static
+- Build gameplay-encoder via main cmake .. in build then make.
+
 ## Bundle File Format
 ## Bundle File Format
 The gameplay bundle file format is well defined in the gameplay-encoder/gameplay-bundle.txt file.
 The gameplay bundle file format is well defined in the gameplay-encoder/gameplay-bundle.txt file.