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| author | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
|---|---|---|
| committer | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
| commit | 71e94ee161447b84c0eaabf6567f8fa62262cd3e (patch) | |
| tree | 391064cc6173a6fe75069af2fdc1978af12f623e /bin | |
| download | irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.tar.gz irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.tar.bz2 irrlicht-71e94ee161447b84c0eaabf6567f8fa62262cd3e.zip | |
Diffstat (limited to 'bin')
39 files changed, 74 insertions, 0 deletions
diff --git a/bin/Linux/readme.txt b/bin/Linux/readme.txt new file mode 100644 index 0000000..c93be39 --- /dev/null +++ b/bin/Linux/readme.txt @@ -0,0 +1,4 @@ +If you wish to compile the engine in linux yourself,
+goto the \source directory. Run a 'make' in the subfolder 'Irrlicht'.
+After this, you should be able to make all example applications in \examples.
+Then just start an X Server and run them, from the directory where they are.
diff --git a/bin/MacOSX/readme.txt b/bin/MacOSX/readme.txt new file mode 100644 index 0000000..ea3cfa0 --- /dev/null +++ b/bin/MacOSX/readme.txt @@ -0,0 +1,5 @@ +The Irrlicht Engine is staticly compiled together with the application under MacOSX.
+
+If you wish to compile the engine in MacOSX yourself, use the source in the \source directory.
+
+Please note that this SDK has not been tested on MacOSX. Get a SDK especially for MacOSX on http://irrlicht.sf.net
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file mode 100644 index 0000000..49f8eab --- /dev/null +++ b/bin/Win32-VisualStudio/irrlicht.ico diff --git a/bin/Win32-VisualStudio/readme.txt b/bin/Win32-VisualStudio/readme.txt new file mode 100644 index 0000000..d5c7b7b --- /dev/null +++ b/bin/Win32-VisualStudio/readme.txt @@ -0,0 +1,25 @@ +The Win32-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
+You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
+
+To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
+
+To re-compile Irrlicht for Win32-VisualStudio:
+There are several project files for different VS versions in source/Irrlicht.
+Irrlicht10.0.sln is for VS 2010
+Irrlicht11.0.sln is for VS 2012
+Irrlicht12.0.sln is for VS 2013
+
+To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
+
+For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
+
+Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
+You might want to change that in the project settings and set it to your current version.
+Make sure you use the same platform toolset in your application and in the engine.
+Also when compiling examples each example has to use the same platform toolset as was used for the engine.
+
+Platform should be Win32
+Configuration is by default "Release"
+But you can also chose "Debug" if you want Irrlicht with Debug information.
+Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib
+
diff --git a/bin/Win32-gcc/irrlicht.ico b/bin/Win32-gcc/irrlicht.ico Binary files differnew file mode 100644 index 0000000..49f8eab --- /dev/null +++ b/bin/Win32-gcc/irrlicht.ico diff --git a/bin/Win32-gcc/readme.txt b/bin/Win32-gcc/readme.txt new file mode 100644 index 0000000..f7294d9 --- /dev/null +++ b/bin/Win32-gcc/readme.txt @@ -0,0 +1,16 @@ +If you wish to compile Irrlicht for Win32-gcc you have several choices.
+
+1. You can work from within a MinGW shell.
+Go to the folder source/Irrlicht and run the Makefile with:
+make win32
+Examples can be build by going into the folder of the example (for example examples/01.HelloWorld) and running the Makefile with:
+make all_win32
+
+2. Use the Code::Blocks IDE
+There is a project file called Irrlicht-gcc.cbp in source/Irrlicht to compile just the engine.
+Be sure to select a Windows target like "Win32 - release - accurate math - dll"
+
+There is also Code::Blocks workspace file in the examples folder called BuildAllExamples.workspace
+Again be sure to select a Windows target like "Win32 - release - accurate math - dll"
+This workspace allows you to compile the engine together with all examples and tools.
+
diff --git a/bin/Win64-VisualStudio/Irrlicht.dll b/bin/Win64-VisualStudio/Irrlicht.dll Binary files differnew file mode 100644 index 0000000..04821a6 --- /dev/null +++ b/bin/Win64-VisualStudio/Irrlicht.dll diff --git a/bin/Win64-VisualStudio/irrlicht.ico b/bin/Win64-VisualStudio/irrlicht.ico Binary files differnew file mode 100644 index 0000000..49f8eab --- /dev/null +++ b/bin/Win64-VisualStudio/irrlicht.ico diff --git a/bin/Win64-VisualStudio/readme.txt b/bin/Win64-VisualStudio/readme.txt new file mode 100644 index 0000000..063b5e7 --- /dev/null +++ b/bin/Win64-VisualStudio/readme.txt @@ -0,0 +1,24 @@ +The Win64-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
+You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
+
+To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
+
+To re-compile Irrlicht for Win32-VisualStudio:
+There are several project files for different VS versions in source/Irrlicht.
+Irrlicht10.0.sln is for VS 2010
+Irrlicht11.0.sln is for VS 2012
+Irrlicht12.0.sln is for VS 2013
+
+To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
+
+For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
+
+Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
+You might want to change that in the project settings and set it to your current version.
+Make sure you use the same platform toolset in your application and in the engine.
+Also when compiling examples each example has to use the same platform toolset as was used for the engine.
+
+Platform should be Win64
+Configuration is by default "Release"
+But you can also chose "Debug" if you want Irrlicht with Debug information.
+Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib
|
