From 71e94ee161447b84c0eaabf6567f8fa62262cd3e Mon Sep 17 00:00:00 2001 From: Mirrorbot Date: Sat, 27 Dec 2025 17:53:06 -0600 Subject: Inital commit --- bin/Linux/readme.txt | 4 ++++ bin/MacOSX/readme.txt | 5 +++++ bin/Win32-VisualStudio/01.HelloWorld.exe | Bin 0 -> 62464 bytes bin/Win32-VisualStudio/02.Quake3Map.exe | Bin 0 -> 122880 bytes bin/Win32-VisualStudio/03.CustomSceneNode.exe | Bin 0 -> 136704 bytes bin/Win32-VisualStudio/04.Movement.exe | Bin 0 -> 124928 bytes bin/Win32-VisualStudio/05.UserInterface.exe | Bin 0 -> 108544 bytes bin/Win32-VisualStudio/06.2DGraphics.exe | Bin 0 -> 108544 bytes bin/Win32-VisualStudio/07.Collision.exe | Bin 0 -> 133632 bytes bin/Win32-VisualStudio/08.SpecialFx.exe | Bin 0 -> 128000 bytes bin/Win32-VisualStudio/09.MeshViewer.exe | Bin 0 -> 155136 bytes bin/Win32-VisualStudio/10.Shaders.exe | Bin 0 -> 131072 bytes bin/Win32-VisualStudio/11.PerPixelLighting.exe | Bin 0 -> 131072 bytes bin/Win32-VisualStudio/12.TerrainRendering.exe | Bin 0 -> 148480 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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. 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b/bin/Win32-VisualStudio/irrlicht.ico differ 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 new file mode 100644 index 0000000..49f8eab Binary files /dev/null and b/bin/Win32-gcc/irrlicht.ico differ 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 new file mode 100644 index 0000000..04821a6 Binary files /dev/null and b/bin/Win64-VisualStudio/Irrlicht.dll differ diff --git a/bin/Win64-VisualStudio/irrlicht.ico b/bin/Win64-VisualStudio/irrlicht.ico new file mode 100644 index 0000000..49f8eab Binary files /dev/null and b/bin/Win64-VisualStudio/irrlicht.ico differ 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 -- cgit v1.2.3-70-g09d2