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Update credits.

Lasse Öörni 11 年之前
父節點
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54462cf9d7
共有 2 個文件被更改,包括 23 次插入21 次删除
  1. 1 0
      Docs/Urho3D.dox
  2. 22 21
      Readme.txt

+ 1 - 0
Docs/Urho3D.dox

@@ -58,6 +58,7 @@ Urho3D development, contributions and bugfixes by:
 - Aster Jian
 - Aster Jian
 - Colin Barrett
 - Colin Barrett
 - Erik Beran
 - Erik Beran
+- Danny B.
 - Carlo Carollo
 - Carlo Carollo
 - Pete Chown
 - Pete Chown
 - Sebastian Delatorre (primitivewaste)
 - Sebastian Delatorre (primitivewaste)

+ 22 - 21
Readme.txt

@@ -15,6 +15,7 @@ Urho3D development, contributions and bugfixes by:
 - Aster Jian
 - Aster Jian
 - Colin Barrett
 - Colin Barrett
 - Erik Beran
 - Erik Beran
+- Danny B.
 - Carlo Carollo
 - Carlo Carollo
 - Pete Chown
 - Pete Chown
 - Sebastian Delatorre (primitivewaste)
 - Sebastian Delatorre (primitivewaste)
@@ -330,31 +331,31 @@ automatically deploy the ARM executables to target Raspberry Pi as part of every
 project build or configure Eclipse to perform a "download to target path" in the
 project build or configure Eclipse to perform a "download to target path" in the
 Run/Debug configuration for C/C++ Remote Application. Either way, you have to
 Run/Debug configuration for C/C++ Remote Application. Either way, you have to
 configure the Run/Debug configuration how to reach your target Raspberry Pi.
 configure the Run/Debug configuration how to reach your target Raspberry Pi.
-
-
-MinGW cross-compile build process
----------------------------------
-
-It is possible to cross-compile Urho3D for Windows using a Linux system. The
-process is largely the same as for the Linux Desktop build process described
-above.
-
-To cross-compile, the MinGW tool-chain (compiler, linker and w32api) needs to be
-installed on the system. You will also need the DirectX header files, those can
-be downloaded and installed from the following packet:
-http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz.
-
+
+
+MinGW cross-compile build process
+---------------------------------
+
+It is possible to cross-compile Urho3D for Windows using a Linux system. The
+process is largely the same as for the Linux Desktop build process described
+above.
+
+To cross-compile, the MinGW tool-chain (compiler, linker and w32api) needs to be
+installed on the system. You will also need the DirectX header files, those can
+be downloaded and installed from the following packet:
+http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz.
+
 For activating the MinGW tool-chain, and to allow it to find the correct
 For activating the MinGW tool-chain, and to allow it to find the correct
 compiler, the MINGW_PREFIX environment variable needs to be set when running
 compiler, the MINGW_PREFIX environment variable needs to be set when running
 cmake_gcc.sh. This variable should be set to the prefix of the compiler name.
 cmake_gcc.sh. This variable should be set to the prefix of the compiler name.
 So, if for example your MinGW compiler is named i686-pc-mingw32-gcc, the
 So, if for example your MinGW compiler is named i686-pc-mingw32-gcc, the
 MINGW_PREFIX should read i686-pc. Most likely you also need to set MINGW_ROOT
 MINGW_PREFIX should read i686-pc. Most likely you also need to set MINGW_ROOT
-environment variable to point to your mingw32 system root.
-
-Running cmake_gcc.sh with the MINGW_PREFIX environment variable set, produces
-an additional mingw-Build directory. Go to this directory and execute make to
-start the build process. When the build is complete, the Windows executables can
-be found in the mingw-Bin output directory.
+environment variable to point to your mingw32 system root.
+
+Running cmake_gcc.sh with the MINGW_PREFIX environment variable set, produces
+an additional mingw-Build directory. Go to this directory and execute make to
+start the build process. When the build is complete, the Windows executables can
+be found in the mingw-Bin output directory.
 
 
 
 
 Desktop 64bit build
 Desktop 64bit build
@@ -579,4 +580,4 @@ V1.1    - Object and scene model refactoring.
         - Added OpenGL and cross-platform support.
         - Added OpenGL and cross-platform support.
         - Switched to kNet library for networking.
         - Switched to kNet library for networking.
 
 
-V1.0    - Original release.
+V1.0    - Original release.