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doc: remove two outdated documents

rdb 7 years ago
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e92777619c
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      doc/INSTALLING-PLUGINS.TXT
  2. 0 183
      doc/InstallerNotes

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doc/INSTALLING-PLUGINS.TXT

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-HOW TO INSTALL MAX PANDA PLUGINS.
-
-Step 1. Install the visual studio 2008 runtime by
-running "vcredist_x86-sp1.exe" as administrator.
-As a convenience, this installer is included with panda.
-
-Step 2. Make sure that there is only one copy of panda
-in your system PATH.  If you only have one copy of panda
-installed, you can skip this step.
-
-Step 3. Copy the relevant DLLs for your version
-of max from the panda plugins directory to the
-max plugins directory.  For instance, if you are 
-using Max 9, copy maxegg9.dlo and maxeggimport9.dlo
-
-HOW TO INSTALL MAYA PANDA PLUGINS.
-
-(To be written)
-
-

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doc/InstallerNotes

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-------------------------  RELEASE 1.0.0  ---------------------------------
-
-	* We now have working exporters for Max5, Max6, Max7, Maya5, Maya6
-
-	* The Max exporter is dramatically improved:
-
-	  - it now includes support for character studio.
-	  - the polygon winding bug has been fixed.
-
-	* Panda no longer requires any registry keys or environment
-	variables. This means it is now possible to:
-
-	     - run panda directly from a compact disc
-	     - install multiple copies of panda on a single machine
-	     - install panda by copying the tree from another computer
-
-        Note that the installer does add the panda 'bin' directory to
-	your PATH, and it does store an uninstall key in the registry,
-	but neither of these is needed for panda to function.
-
-	* The 'makepanda' build system is now capable of building
-	prepackaged games for Windows.  These prepackaged games are simply
-	copies of panda with the game code included, some of the
-	unnecessary stuff stripped out, and some changes to the start
-	menu.  See "Airblade - Installer" on the panda downloads page
-	for an example.
-
-	* All of the sample programs have been tested.  The ones that didn't
-	work have been removed, the ones that do work have been (lightly)
-	documented.
-
-	* This is the first release to include not just a binary installer
-	for windows, but:
-
-	    - a binary installer (RPM) for Fedora 2
-	    - a binary installer (RPM) for Fedora 3
-	    - a binary installer (RPM) for Redhat 9
-	    - a binary installer for windows, as always
-	    - a source tar-ball for linux
-	    - a source zip-file for windows
-
-------------------------  RELEASE 2004-12-13  ---------------------------------
-
-	* Basic server-client networking support is back in Panda3D. There is a
-	networking sample in the samples directory. This uses the Panda3d
-	distributed object system.The README file will explain how to run this.
-	Documentation of this if forthcoming.
-
-	* Panda3d now reduces the number of environment variables such that only 2
-	are needed now - PRC_PATH and PLAYER.
-
-	* GraphicsChannel and GraphicsLayer class have been removed from the
-	panda/src/display directory. Most Panda applications won't need to be
-	changed, since most applications simply use ShowBase.py (which has been
-	adjustedappropriately) to open a window and do the initial setup.  For
-	those rare applications where you need to create your own DisplayRegions,
-	the makeDisplayRegion() interface has been moved from GraphicsLayer to
-	GraphicsWindow (actually, to GraphicsOutput, which is the base class of
-	GraphicsWindow).  You can modify your application to call
-	base.win.makeDisplayRegion() accordingly.  If you have something like
-	displayRegion.getLayer(), replace it with displayRegion.getWindow()
-	instead.
-
-	* Effective with the current version of Panda, the way that HPR angles are
-	calculated will be changing. The change will make a difference to existing
-	code or databases that store a hard-coded rotation as a HPR, but only when
-	R is involved, or both H and P are involved together.  That is to say more
-	precisely, HPR angles with (R != 0 || (H != 0 && P != 0)) now represent a
-	different rotation than they used to. If you find some legacy code that no
-	longer works correctly (e.g. it introduces crazy rotations), try putting
-	the following in your Config.prc file:
-
-		  temp-hpr-fix 0
-
-	To turn off the correct behavior and return to the old, broken behavior.
-	Note that a longer-term solution will be to represent the HPR angles
-	correctly in all legacy code.  The function oldToNewHpr() is provided to
-	aid this transition.
-
-	* PandaNode definition has been changed to support setting an
-	into_collide_mask for any arbitrary node, in particular for any GeomNode.
-	It used to be that only CollisionNodes had an into_collide_mask.  This
-	change obviates the need for CollisionNode::set_collide_geom(), which is
-	now a deprecated interface and will be removed at some point in the future.
-
-	Details:
-	There's now a NodePath::set_collide_mask() and
-	NodePath::get_collide_mask(), which operate on all CollisionNodes and
-	GeomNodes at and below the current node. By default, set_collide_mask()
-	will replace the entire collide mask, but you may also specify (via a
-	second parameter) the subset of bits that are to be changed; other bits
-	will be left alone.  You can also specify a particular type of node to
-	modify via a third parameter, e.g. you can adjust the masks for GeomNodes
-	or CollisionNodes only.
-
-	The NodePath set_collide_mask() interface changes the into_collide_mask.
-	Those familiar with the collision system will recall that a CollisionNode
-	(but only a CollisionNode) also has a from_collide_mask.  The
-	from_collide_mask of the active mover is compared with the into_collide_mask
-	of each object in the world; a collision is only possible if there are some
-	bits in common.
-
-	It used to be that only other CollisionNodes had an into_collide_mask.  A
-	mover would only test for collisions with CollisionNodes that matched its
-	collide_mask. If you wanted to make your mover detect collisions with
-	visible geometry which had no into_collide_mask, you had to call
-	set_collide_geom(1). This allowed the mover to detect collisions with *all*
-	visible geometry; it was either an all-or-none thing.
-
-	Now that GeomNodes also have an into_collide_mask, there's no longer a need
-	for set_collide_geom().  A mover will detect collisions with any
-	CollisionNodes or GeomNodes that match its collide_mask.  This means, for
-	the purposes of collision detection, you can use CollisionNodes and
-	GeomNodes pretty much interchangeably; simply set the appropriate bits on
-	the objects you want to collide with, regardless of whether they are
-	invisible collision solids or visible geometry.
-
-	(This should not be taken as a license to avoid using CollisionNodes
-	altogether. The intersection computation with visible geometry is still
-	less efficient than the same computation with collision solids. And visible
-	geometry tends to be many times more complex than is strictly necessary for
-	collisions.)
-
-	There's one more detail: every GeomNode, by default, has one bit set on in
-	its collide_mask, unless it is explicitly turned off.  This bit is
-	GeomNode::get_default_collide_mask().  This bit is provided for the
-	convenience of programmers who still want the old behavior of
-	set_collide_geom(): it allows you to easily create a CollisionNode that
-	will collide with all visible geometry in the world.
-
-	Along the same lines, there's also CollisionNode::get_default_collide_mask(),
-	which is 0x000fffff.  This is the default mask that is created for a new
-	CollisionNode (and it does not include the bit reserved for GeomNodes, 
-	above). Previously, a new CollisionNode would have all bits on by default.
-
-
-
-------------------------  RELEASE 2004-11-11  -----------------------------------
-
-	* Multiple mice can now be used with Panda3D. showbase has a list called
-	pointerWatcherNodes. The first mouse on this list is the system mouse. The
-	getMouseX() and getMouseY() will return coordinates relative to the
-	application window. The rest of the mice on the list will give raw mouse
-	positions and will change when they are moved on the screen.
-
-	In addition there are new events for mouse buttons. Each mouse will be have
-	a corresponding event. mouse1 will send mousedev1-mouse1, mousedev1-mouse2
-	and mousedev1-mouse3 events. mouse2 and any other mouse attached
-	will send similar events mousedev2-mouse1 etc.
-
-	The old mouse buttons work too. mouse1, mouse2, mouse3 events will be
-	triggered if that button is pressed on any mouse
-
-------------------------  RELEASE 2004-10-13  -----------------------------------
-
-General
-
-	* Release notes: Each release will now have an entry associated with
-	it in this document. This will be updated in reverse-chronological order.
-
-Panda3D
-	* Distributed with this release is a working version of the SceneEditor
-	created in Spring 2004 at the ETC. Documentation will be forthcoming on the
-	website. This can be found in <InstallPath>/SceneEditor
-
-	* The latest version of FMOD is distributed with this release. The latest
-	version is 3.73.
-
-	* AudioSound object now allows more types of sound. These include wma and 
-	ogg vorbis formats. This is valid when using the fmod sound system. Midi, 
-	Mod, s3m, it, xm and such sequencer type file formats are not supported. 
-	Exception - Midi files can be played. This is not fully implemented.
-
-	* A bug in SoundInterval is fixed. SoundInterval looping would incorrectly 
-	add a minimum of 1.5 seconds to the sound. This has been fixed. Sound 
-	looping problems in general should be fixed. Midi's still don't support 
-	looping through the AudioSound object. They should loop through 
-	SoundIntervals though.
-
-	* Cg support has been added to Panda3D. Documentation for this is 
-	forthcoming.
-
-