Added some hints to readme.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1621 dfc29bdd-3216-0410-991c-e03cc46cb475
master
hybrid 2008-10-08 15:19:15 +00:00
parent 6fdfa14d6e
commit 324acd72ad
1 changed files with 14 additions and 8 deletions

View File

@ -69,6 +69,8 @@ The Irrlicht Engine SDK version 1.4.2
(libIrrlicht.so.versionNumber). Use the proper makefile target for this by
running 'make sharedlib' in the source folder. See the Makefile for details.
For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
build the libIrrlicht.a library necessary to create the apps.
==========================================================================
3. Requirements
@ -80,10 +82,10 @@ The Irrlicht Engine SDK version 1.4.2
* gcc 3.3
* gcc 3.4
* gcc 4.0.3
* Visual Studio 6.0
* gcc 4.x
* Visual Studio.NET 2003 (7.1)
* Visual Studio 2005 (8.0)
* Visual Studio 2008 (9.0)
* Code::Blocks 1.0 (& gcc or visual studio toolkit)
* DevC++ 5.0 & gcc (project files included)
@ -91,16 +93,20 @@ The Irrlicht Engine SDK version 1.4.2
want to use the precompiled version) you need the following:
* Windows:
* Needed: PlatformSDK (which usually comes with all IDEs)
* Optional: DirectX 9 SDK, for D3D9 support
* Optional: DirectX 8 SDK, for D3D8 support
* Needed: PlatformSDK (which usually comes with all IDEs, download
it separately for MSVC Express 2005)
* Optional: DirectX SDK, for D3D9 support
* Optional: DirectX SDK prior to May 2006, for D3D8 support
* Linux:
* Needed: XServer with include files
* Optional: OpenGL headers and libraries (libGL and libGLU), for
OpenGL support
* GLX + XF86VidMode extension (X11 support libraries)
* Optional: OpenGL headers and libraries (libGL.so), for OpenGL support
* GLX + XF86VidMode or XRandr extension (X11 support libraries,
the latter two for fullscreen mode)
* OSX:
* Needed: XCode and Cocoa framework
* Needed: OpenGL headers and libraries
==========================================================================
4. Release Notes