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Fixed OpenGL path.
Documentation update.

Lasse Öörni 14 år sedan
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5 ändrade filer med 40 tillägg och 24 borttagningar
  1. 12 10
      Docs/GettingStarted.dox
  2. 1 1
      Docs/ScriptAPI.dox
  3. 2 2
      Docs/Urho3D.dox
  4. 1 1
      Engine/Graphics/OpenGL/OGLGraphics.h
  5. 24 10
      Readme.txt

+ 12 - 10
Docs/GettingStarted.dox

@@ -2,6 +2,18 @@
 
 \page Building Building Urho3D
 
+\section Building_Prerequisites Building prerequisites
+
+Although all required third-party libraries are included as source code, there are system-level dependencies that must be satisfied before Urho3D can be built successfully:
+
+- For Windows, the DirectX SDK needs to be installed and its include and library directories set as Visual Studio global directories (Tools -> Options -> Projects and Solutions -> VC++ Directories in VS2008.)
+
+- For Linux, the following development packages need to be installed: libx11-dev, libxrandr-dev, libgl1-mesa-dev, libasound2-dev.
+
+- For Mac OS X, the Xcode developer tools package should include everything necessary.
+
+\section Building_BuildProcess Build process
+
 Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
 
 1) Run CMake in the root directory with your preferred toolchain specified to generate the build files. You can use the batch files or shell scripts provided: cmake_vs2008.bat or cmake_vs2010.bat on Windows, and cmake_gcc.sh on Linux and Mac OS X.
@@ -14,16 +26,6 @@ To run Urho3D from the Visual Studio debugger, set it as a startup project and e
 
 To actually make Urho3D.exe do something useful, it must be supplied with the name of the script file it should load and run. You can try for example the following arguments: Scripts/TestScene.as -w
 
-\section Building_SystemDependencies System-level dependencies
-
-Although all required third-party libraries are included as source code, there are also system-level dependencies that must be satisfied before Urho3D can be built successfully:
-
-- For Windows, the DirectX SDK needs to be installed. The HLSL compiler included in some SDK's may fail to compile those SM2.0 shaders that reach exactly the arithmetic instruction count limit; at least the February 2010 SDK is known to work.
-
-- For Linux, the following development packages need to be installed: libx11-dev, libxrandr-dev, libgl1-mesa-dev, libasound2-dev.
-
-- For Mac OS X, the Xcode developer tools package should include everything necessary.
-
 
 \page Running Running Urho3D
 

+ 1 - 1
Docs/ScriptAPI.dox

@@ -1981,7 +1981,7 @@ Properties:<br>
 - uint numPrimitives (readonly)
 - uint numBatches (readonly)
 - bool renderTargetSupport (readonly)
-- bool deferredSupport (readonly)
+- bool fallback (readonly)
 - bool sm3Support (readonly)
 - bool hardwareShadowSupport (readonly)
 - bool hiresShadowSupport (readonly)

+ 2 - 2
Docs/Urho3D.dox

@@ -1,8 +1,8 @@
 /**
 
-\mainpage Urho3D rendering and game engine
+\mainpage Urho3D - cross-platform rendering and game engine
 
-Urho3D is a lightweight, cross platform rendering and game engine implemented in C++ and released under the MIT license. It utilizes either Direct3D9 or OpenGL (Shader Model 2 or OpenGL 2.0 required as minimum) for rendering.
+Urho3D is a lightweight, cross-platform rendering and game engine implemented in C++ and released under the MIT license. It utilizes either Direct3D9 or OpenGL for rendering (%Shader %Model 2 or OpenGL 2.0 required as minimum.)
 
 For getting started, see:
 

+ 1 - 1
Engine/Graphics/OpenGL/OGLGraphics.h

@@ -244,7 +244,7 @@ public:
     /// Return whether texture render targets are supported.
     bool GetRenderTargetSupport() const { return renderTargetSupport_; }
     /// Return whether fallback shaders are required. Always false on OpenGL.
-    bool GetFallback() const { return fallback_; }
+    bool GetFallback() const { return false; }
     /// Return whether Shader Model 3 is supported. Always false on OpenGL.
     bool GetSM3Support() const { return false; }
     /// Return whether the hardware depth buffer can be sampled. Always true on OpenGL.

+ 24 - 10
Readme.txt

@@ -1,5 +1,5 @@
-Urho3D rendering and game engine
---------------------------------
+Urho3D - cross-platform rendering and game engine
+-------------------------------------------------
 
 http://urho3d.googlecode.com
 
@@ -72,18 +72,36 @@ root directory with doxywizard and click "Run doxygen" from the "Run" tab.
 Get Doxygen from http://www.doxygen.org
 
 
-Building
---------
+Building prerequisites
+----------------------
+
+Although all required third-party libraries are included as source code, there
+are system-level dependencies that must be satisfied before Urho3D can be built
+successfully:
+
+- For Windows, the DirectX SDK needs to be installed and its include and library
+  directories set as Visual Studio global directories (Tools -> Options -> 
+  Projects and Solutions -> VC++ Directories in VS2008.)
+
+- For Linux, the following development packages need to be installed:
+  libx11-dev, libxrandr-dev, libgl1-mesa-dev, libasound2-dev.
+
+- For Mac OS X, the Xcode developer tools package should include everything
+  necessary.
+  
+
+Build process
+-------------
 
 Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
 
 1) Run CMake in the root directory with your preferred toolchain specified to
 generate the build files. You can use the batch files or shell scripts provided:
-cmake_vs2008.bat or cmake_vs2010.bat on Windows, and cmake_gcc.sh on Linux and 
+cmake_vs2008.bat or cmake_vs2010.bat on Windows, and cmake_gcc.sh on Linux and
 Mac OS X.
 
 2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
-For gcc, execute make (by default, cmake_gcc.sh specifies to make a Release 
+For gcc, execute make (by default, cmake_gcc.sh specifies to make a Release
 build.)
 
 The build process will also compile models and shaders from the Source_Asset
@@ -103,7 +121,3 @@ obnoxious as the mouse cursor will most probably be hidden.
 To actually make Urho3D.exe do something useful, it must be supplied with the
 name of the script file it should load and run. You can try for example the
 following arguments: Scripts/TestScene.as -w
-
-Note: some Direct3D9 SM2.0 shaders in Urho3D reach exactly the arithmetic 
-instruction count limit. Some versions of the HLSL compiler may fail to compile
-them. At least the February 2010 SDK is known to work.