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Nicolas Hake 61ffb0fb28 gl: Use fewer uniform components to upload bones (#1285)
The last row of the bone transformation matrix always is 0,0,0,1 so
there's no point in uploading it. Also reducing the max bone count to 80
which means the uniform array will fit into the available space on 6000
and 7000 series Geforce GPUs.

If we're short on uniform components, don't transpose the transformation
matrix before sending it to the shader, and transpose it in the shader
itself instead, saving 4 components per bone.
2015-03-26 13:30:35 +01:00
cmake Fix DbgHelp check 2015-02-08 15:03:08 +01:00
docs introduce a constant for no category 2015-03-02 20:42:34 +01:00
include/c4script Update copyright notices 2013-12-23 13:03:19 +01:00
licenses Update copyright notices 2013-12-23 13:03:19 +01:00
masterserver Revert engine-side league localization 2014-04-27 15:42:47 +02:00
planet gl: Use fewer uniform components to upload bones (#1285) 2015-03-26 13:30:35 +01:00
src gl: Use fewer uniform components to upload bones (#1285) 2015-03-26 13:30:35 +01:00
tests Tests: Link winmm 2015-02-08 15:05:14 +01:00
thirdparty Revert "Avoid signed/unsigned comparison in mesh sorting." 2015-02-07 17:35:11 +01:00
tools Hard-code line endings of shell scripts to LF 2015-02-23 11:54:37 +01:00
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.travis.yml Add Travis CI integration 2015-02-23 13:39:50 +01:00
CMakeLists.txt Fix linking with SDL 2015-03-26 13:25:59 +01:00
COPYING Point out that the source code license is the ISC license 2015-03-26 13:26:08 +01:00
Credits.txt update credits 2014-10-03 18:54:57 +02:00
README OSX: Stop pretending to support 10.6 and i386 2015-01-23 23:52:46 +01:00
TRADEMARK Update copyright notices 2013-12-23 13:03:19 +01:00
Version.txt reduce version numbering from x.y.z (x does never changes) to y.z 2014-12-12 21:57:52 +01:00
config.h.cmake Add emulation of C++14's std::make_unique 2015-02-25 23:37:04 +01:00
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scriptdefinitionsources.txt scriptdefinitionsources.txt: list of source files that contain definitions relevant to script (C4DT reads it) 2012-05-01 14:34:27 +02:00

README

Requirements
============
You should be able to build OpenClonk with any C++ compiler that supports
ISO C++11. That said, on Windows, we recommend using Microsoft Visual C++
2010 or higher; the Express edition will be sufficient. On Linux, you will
be fine with GNU g++ 4.6 or later. Apple users should use a clang-based
XCode version.

To generate project files for your chosen build system, you will also have to
install CMake from http://www.cmake.org/.

Additionally, OpenClonk depends on a number of third-party libraries:
  - zlib (http://zlib.net/)
  - libpng (http://www.libpng.org/pub/png/libpng.html)
  - libjpeg-turbo (http://sourceforge.net/projects/libjpeg-turbo/files/)
  - FreeType (http://www.freetype.org/)
  - The OpenGL Extension Wrangler Library (http://glew.sourceforge.net/)
  - FreeALUT (https://github.com/vancegroup/freealut)
  - libogg and libvorbis (https://www.xiph.org/downloads/)
  - Boost (http://www.boost.org/users/download/)

OS X Specific
=============
OpenClonk supports OS X versions 10.8 "Mountain Lion" and later.
If you are using brew (https://github.com/mxcl/homebrew) or MacPorts
(http://www.macports.org/), the packages you'll have to install are:
    libjpeg, libpng, freetype, glew, libogg, libvorbis, boost

Linux Specific
==============
For building OpenClonk on Linux, you need the following libraries in addition
to the ones listed above:
  - GTK+ 2.0 or 3.0 (http://www.gtk.org)
  - libGL (http://www.mesa3d.org/)
  - SDL 1.2 (http://www.libsdl.org/download-1.2.php)
  - SDL_mixer 1.2 (http://www.libsdl.org/projects/SDL_mixer/release-1.2.html)
  - libupnp
  - libxrandr
Most distributions should provide these dependencies via their packaging
system. For Debian based distributions, you will need these packages:
  build-essential cmake imagemagick libboost-dev libboost-regex-dev
  libfreetype6-dev libgl1-mesa-dev libglew-dev libgtk2.0-dev libjpeg-dev
  libpng-dev libsdl1.2-dev libsdl-mixer1.2-dev libupnp-dev libxrandr-dev
  x11proto-core-dev zlib1g-dev

Windows Specific
================
In addition to the libraries above, you will need one more if you want to
target Windows:
  - OpenAL Soft (http://kcat.strangesoft.net/openal.html)
To create an installer, you will also need the Nullsoft Install System
(http://nsis.sourceforge.net/). To create the installer, build the "setup" target.