diff --git a/INSTALL-linux.txt b/INSTALL-linux.txt index 2ec5974e4..c064960d7 100644 --- a/INSTALL-linux.txt +++ b/INSTALL-linux.txt @@ -1,52 +1,36 @@ OpenMW - the completely unofficial reimplementation of Morrowind ================================================================ -Written by Nicolay Korslund -Email: korslund@gmail.com -WWW: http://openmw.snaptoad.com -License: See GPL3.txt -Current version: 0.2 (second release, very pre-alpha) -Date: 2008 jun. 17 +OpenMW is an open source reimplementation of the Morrowind game +engine. For more information, see README.txt or + http://openmw.snaptoad.com/ -QUICK NOTE: You must own and install Morrowind before you can use -OpenMW. Let me repeat that: OpenMW will NOT run if you do not have -Morrowind installed on your system! +Installation from source +======================== +(this file is NOT complete!) -New in version 0.2 -================== - -The second release should now work with the GDC compiler (the D -frontend for GCC) and DSSS. Since GDC is the only option for compiling -on other Unixes, on 64 bit and on Mac, this will probably make porting -to these platforms much easier. DSSS (a specialized D build tool) will -hopefully make porting to Windows a lot easier. - -To compile, you no longer use 'make'. Instead you use 'dsss build', -which will run 'make' for you. (More details below.) -See the changelog at the end. +Supported Unix platforms: +------------------------- +The only Unix operating system that has been tested and is known to +work is 32bit Ubuntu Linux 8.04. +FreeBSD works partially, but you have to recompile most of the +dependencies as well. There is a bug in the compiler can breaks +exceptions though, so if anything goes wrong you probably will not get +any sensible error message. +Linux 64 bit is known NOT to work at the moment. -Installation from source -======================== +If you manage to build OpenMW on a platform not listed here, or want +to try, please let me know! -These instructions are for the brave souls who seek to compile OpenMW -on their own. If you are using the binary version, you can skip to the -next section. - -Supported platforms: --------------------- - -The only operating system that has been tested and is known to work is -32bit Ubuntu Linux 8.04. Windows and other platforms have not been -tested as of yet. Dependencies: ------------- @@ -55,30 +39,36 @@ Dependencies needed to build OpenMW: OGRE 1.4.5 (3d engine) Audiere 1.9.4 (sound engine) -OIS-1.2.0 (input system) +OIS-1.0.0 (input system) gcc and g++ (C++ compiler) GNU make (build tool for C++ files) -DMD 1.030 (D compiler) +DMD 1.031 (D compiler) or GDC 4.1.3 (alternative D compiler) Monster 0.8 (scripting language and tools) DSSS 0.75 (D build tool) curl (for DSSS) The above versions are the ones I have tested recently, but other -versions might work. OGRE and Audiere will require their own set of -dependencies. I recommend using an automated package tool to install -as many of these as possible. On ubuntu, try typing: +versions might work. OGRE, Audiere and OIS will require their own set +of dependencies. I recommend using an automated package tool to +install as many of these as possible. On ubuntu, try typing: -sudo apt-get install libogre-dev libaudiere-dev build-essential g++ curl gdc +sudo apt-get install libogre-dev libaudiere-dev libois-dev build-essential g++ curl gdc -This takes care of OGRE, Audiere, the C and D compilers, make and -curl. The rest have to be installed manually. There is a libois-dev -package in Ubuntu (OIS version 0.99), but this has NOT been tested. +This takes care of OGRE, Audiere, OIS, the C and D compilers, make and +curl. The rest have to be installed manually. This will give you the +GDC (frontend for GCC) compiler. -You can find the other libraries and tools here: +The "official" compiler, DMD, is updated more often, but both should +work. Note however that DMD is only available on 32 bit Linux - other +operating systems or architectures will have to use GDC. (However GDC +might also be unstable on these platforms.) + +If you want to use DMD instead, go to +http://digitalmars.com/d/1.0/dmd-linux.html + +You can find the two remaining dependencies here: -OIS: http://sourceforge.net/projects/wgois/ -DMD: http://digitalmars.com/d/1.0/dmd-linux.html DSSS: http://svn.dsource.org/projects/dsss/downloads/ Monster: http://monster.snaptoad.com/download.html @@ -87,79 +77,46 @@ recommend the binary), make sure to get one that matches your D compiler. Ie. get the GDC version if you installed GDC, and the DMD version for DMD. -If you want to install Ogre and Audiere manually as well, try: +If you want to install Ogre, Audiere or OIS manually as well, try: OGRE: http://ogre3d.org Audiere: http://audiere.sourceforge.net/ +OIS: http://sourceforge.net/projects/wgois/ -Once everything is set up correctly, you might need to alter a couple -of lines in the Makefile. The Makefile is only used to compile the C++ -parts of OpenMW, that interfaces with Ogre, OIS and Audiere. On the -line: - -OGCC=g++ `pkg-config --cflags OGRE` - -Insert the path to your OIS include directory (or leave it blank if -you installed OIS in /usr). For example, you might add: - --I/home/me/my/path/to/OIS/include - -You might also need to add other include paths or options for Ogre if -the pkg-config command doesn't work for some reason. Mine outputs -$ pkg-config --cflags OGRE --DOGRE_GUI_GLX -DOGRE_CONFIG_LITTLE_ENDIAN -I/usr/include/OGRE +Building: +--------- -After you are reasonably satisfied, you can try running make manually -to see if the C++ parts compile. When you are ready to compile the D -parts and link it all together, type: +After installing all the dependencies, you can try running make first +to see if the C++ parts compile. You may need to alter the Makefile if +you are using non-standard include paths, etc. When you are ready to +compile the D parts and link it all together, type: dsss build -If something goes terribly wrong during the build (it probably will), -_and_ you figure out how to solve it, I would appreciate if you told -me about it so I could update these instructions. - +If something goes terribly wrong during the build (which isn't +unlikely), and you figure out how to solve it, I would appreciate if +you told me about it so I could update these instructions. -Running the binary -================== - -The binary downloads have been compiled on a 32-bit Ubuntu 8.04 box -with the libraries mentioned below. They might not work on other linux -systems due to differing library setups. If this is the case, then -your only option is to compile from source. - -Dependencies: -------------- - -The binary depends on the following libraries: -OGRE 1.4 -Audiere 1.9.4 -OIS-1.2.0 +Installation from binary +======================== -and Morrowind of course. If you followed the compilation instructions -above, you will have these already. If not, you can find them here: +(not written yet - we might as well create a .deb file) -OGRE: http://ogre3d.org -Audiere: http://audiere.sourceforge.net/ -OIS: http://sourceforge.net/projects/wgois/ -Alternatively (on Ubuntu 8.04) you can at least get Ogre and Audiere -with the command: -sudo apt-get install libogre14 libaudiere-1.9.4 -Configuration: --------------- +Configuration +============= Before you can run OpenMW, you have to help it find the Morrowind data -files. The 'morro' program needs the files Morrowind.esm and +files. The 'openmw' program needs the files Morrowind.esm and Morrowind.bsa, and the directories Sound/ and Music/ from your -Morrowind Data Files directory. By default it expects to find these in -the data/ directory. (Can be changed in morro.ini.) +"Morrowind\Data Files\" directory. By default it expects to find these +in the data/ directory. (This can be changed in openmw.ini) I recommend creating a symbolic link to your original Morrowind install. For example, if you have Morrowind installed in: @@ -172,61 +129,37 @@ following command: ln -s "/media/hda1/Program Files/Bethesda Softworks/Morrowind/Data Files/" data Also, if you have OGRE installed in a non-standard directory (ie. NOT -to /usr/lib/OGRE), you have to change the PluginFolder in plugins.cfg. +to /usr/lib/OGRE), you have to change the PluginFolder in the file +plugins.cfg.linux. + +The first time you run openmw you will be asked to set screen +resolution and other graphics settings. You can bring this dialogue up +at any time with the -oc command line switch. I don't recommend using +fullscreen mode yet, since it might mess up your screen and input +settings if the program crashes. + -Finally, you can change screen resolution and fullscreen mode in -ogre.cfg. (I don't recommend fullscreen mode yet, since it may mess up -your screen and input settings if the program crashes.) -Running OpenMW: ---------------- + +Running OpenMW +============== If Azura is with you and all the stars and planets are aligned in your favor, you should now be able to run OpenMW using the program called -'morro'. +'openmw'. -Write morro -h to see a list of options. +Write openmw -h to see a list of options. Running without parameters should bring you into the cave called Sud, or the last cell loaded. You are in free float mode. Move around with WASD (or arrow keys), move up and down with left shift and ctrl, exit -with 'q' or escape. +with 'q' or escape. Note that if you have a localized (non-English) +version, the cell "Sud" might not exist. I will solve this issue in a +later version. To load another cell, specify the cell name on the command line. Use -the 'esmtool' program to get a list of cells (see below.) Note that -you must use quotation marks "" if the cell name contains spaces or -other weird characters. Exterior cells are disabled at the moment. +the 'esmtool' program to get a list of cells. Note that you must use +quotation marks "" if the cell name contains spaces or other weird +characters. Exterior cells are disabled at the moment. Enjoy! ;-) - - - - -Other included tools: -===================== - -esmtool - Used to inspect ES files (ESM, ESP, ESS). Run without - arguments to get a list of options. - -bsatool - Tool for viewing and extracting files from BSA archives. - (Can also be used to test the NIF parser on a BSA.) - -niftool - Decodes one or more NIF files and prints the details. - - - - -Changelog: -========== - -0.3 (work in progress) -- updated Makefile and sources for increased portability (thanks to - Dmitry Marakasov for FreeBSD tips and testing!) - -0.2 (2008 jun. 17) - latest release -- compiles with gdc -- switched to DSSS for building D code -- includes the program esmtool - -0.1 (2008 jun. 03) -- first release diff --git a/INSTALL-win32.txt b/INSTALL-win32.txt index 2ec5974e4..ce2a8287b 100644 --- a/INSTALL-win32.txt +++ b/INSTALL-win32.txt @@ -1,35 +1,10 @@ OpenMW - the completely unofficial reimplementation of Morrowind ================================================================ -Written by Nicolay Korslund -Email: korslund@gmail.com -WWW: http://openmw.snaptoad.com -License: See GPL3.txt -Current version: 0.2 (second release, very pre-alpha) -Date: 2008 jun. 17 +OpenMW is an open source reimplementation of the Morrowind game +engine. For more information, see README.txt or - - -QUICK NOTE: You must own and install Morrowind before you can use -OpenMW. Let me repeat that: OpenMW will NOT run if you do not have -Morrowind installed on your system! - - - - -New in version 0.2 -================== - -The second release should now work with the GDC compiler (the D -frontend for GCC) and DSSS. Since GDC is the only option for compiling -on other Unixes, on 64 bit and on Mac, this will probably make porting -to these platforms much easier. DSSS (a specialized D build tool) will -hopefully make porting to Windows a lot easier. - -To compile, you no longer use 'make'. Instead you use 'dsss build', -which will run 'make' for you. (More details below.) - -See the changelog at the end. + http://openmw.snaptoad.com/ @@ -37,16 +12,15 @@ See the changelog at the end. Installation from source ======================== -These instructions are for the brave souls who seek to compile OpenMW -on their own. If you are using the binary version, you can skip to the -next section. +(this file is NOT complete!) + -Supported platforms: --------------------- +Supported Windows platforms: +---------------------------- + +Only tested on Windows XP. If you manage to compile or run OpenMW on +another Windows platform (9x/Me/NT/Vista), please let me know! -The only operating system that has been tested and is known to work is -32bit Ubuntu Linux 8.04. Windows and other platforms have not been -tested as of yet. Dependencies: ------------- @@ -55,178 +29,89 @@ Dependencies needed to build OpenMW: OGRE 1.4.5 (3d engine) Audiere 1.9.4 (sound engine) -OIS-1.2.0 (input system) -gcc and g++ (C++ compiler) -GNU make (build tool for C++ files) -DMD 1.030 (D compiler) - or GDC 4.1.3 (alternative D compiler) +OIS-1.0.0 (input system) +Mingw (C++ compiler) +gdc 4.1.3 (mingw) (D compiler) Monster 0.8 (scripting language and tools) DSSS 0.75 (D build tool) -curl (for DSSS) The above versions are the ones I have tested recently, but other -versions might work. OGRE and Audiere will require their own set of -dependencies. I recommend using an automated package tool to install -as many of these as possible. On ubuntu, try typing: - -sudo apt-get install libogre-dev libaudiere-dev build-essential g++ curl gdc - -This takes care of OGRE, Audiere, the C and D compilers, make and -curl. The rest have to be installed manually. There is a libois-dev -package in Ubuntu (OIS version 0.99), but this has NOT been tested. - -You can find the other libraries and tools here: +versions might work. OGRE, Audiere and OIS are comples libraries with +their own set of dependencies. I recomend downloading prebuild SDKs +instead of building them from source. You can find these here: +OGRE: http://ogre3d.org +Audiere: http://audiere.sourceforge.net/ OIS: http://sourceforge.net/projects/wgois/ -DMD: http://digitalmars.com/d/1.0/dmd-linux.html DSSS: http://svn.dsource.org/projects/dsss/downloads/ Monster: http://monster.snaptoad.com/download.html -If you are using a DSSS binary and not compiling from source (I -recommend the binary), make sure to get one that matches your D -compiler. Ie. get the GDC version if you installed GDC, and the DMD -version for DMD. - -If you want to install Ogre and Audiere manually as well, try: - -OGRE: http://ogre3d.org -Audiere: http://audiere.sourceforge.net/ - -Once everything is set up correctly, you might need to alter a couple -of lines in the Makefile. The Makefile is only used to compile the C++ -parts of OpenMW, that interfaces with Ogre, OIS and Audiere. On the -line: - -OGCC=g++ `pkg-config --cflags OGRE` - -Insert the path to your OIS include directory (or leave it blank if -you installed OIS in /usr). For example, you might add: - --I/home/me/my/path/to/OIS/include - -You might also need to add other include paths or options for Ogre if -the pkg-config command doesn't work for some reason. Mine outputs +(Note that the "official" compiler, DMD, will not work, because it is +incompatible with most modern C++ compilers in Windows.) -$ pkg-config --cflags OGRE --DOGRE_GUI_GLX -DOGRE_CONFIG_LITTLE_ENDIAN -I/usr/include/OGRE +(notes to write: you must use the command line, and mingw - cygwin +does not work.) -After you are reasonably satisfied, you can try running make manually -to see if the C++ parts compile. When you are ready to compile the D -parts and link it all together, type: -dsss build +Building: +--------- -If something goes terribly wrong during the build (it probably will), -_and_ you figure out how to solve it, I would appreciate if you told -me about it so I could update these instructions. +(to be written) +If something goes terribly wrong during the build (which isn't +unlikely), and you figure out how to solve it, I would appreciate if +you told me about it so I could update these instructions. -Running the binary -================== -The binary downloads have been compiled on a 32-bit Ubuntu 8.04 box -with the libraries mentioned below. They might not work on other linux -systems due to differing library setups. If this is the case, then -your only option is to compile from source. - -Dependencies: -------------- - -The binary depends on the following libraries: - -OGRE 1.4 -Audiere 1.9.4 -OIS-1.2.0 +Installation from binary +======================== -and Morrowind of course. If you followed the compilation instructions -above, you will have these already. If not, you can find them here: +(not written yet) -OGRE: http://ogre3d.org -Audiere: http://audiere.sourceforge.net/ -OIS: http://sourceforge.net/projects/wgois/ -Alternatively (on Ubuntu 8.04) you can at least get Ogre and Audiere -with the command: -sudo apt-get install libogre14 libaudiere-1.9.4 -Configuration: --------------- +Configuration +============= Before you can run OpenMW, you have to help it find the Morrowind data -files. The 'morro' program needs the files Morrowind.esm and -Morrowind.bsa, and the directories Sound/ and Music/ from your -Morrowind Data Files directory. By default it expects to find these in -the data/ directory. (Can be changed in morro.ini.) +files. The 'openmw' program needs the files Morrowind.esm and +Morrowind.bsa, and the directories Sound\ and Music\ from your +"Morrowind\Data Files\" directory. By default it expects to find these +in the data\ directory. You can change this in the openmw.ini file. -I recommend creating a symbolic link to your original Morrowind -install. For example, if you have Morrowind installed in: +(todo: write about directory structure, dlls and ogre plugins here) -c:\Program Files\Bethesda Softworks\Morrowind\ +The first time you run openmw you will be asked to set screen +resolution and other graphics settings. You can bring this dialogue up +at any time with the -oc command line switch. I don't recommend using +fullscreen mode yet, since it might mess up your screen and input +settings if the program crashes. -and your windows c: drive is mounted on /media/hda1, then run the -following command: -ln -s "/media/hda1/Program Files/Bethesda Softworks/Morrowind/Data Files/" data -Also, if you have OGRE installed in a non-standard directory (ie. NOT -to /usr/lib/OGRE), you have to change the PluginFolder in plugins.cfg. -Finally, you can change screen resolution and fullscreen mode in -ogre.cfg. (I don't recommend fullscreen mode yet, since it may mess up -your screen and input settings if the program crashes.) - -Running OpenMW: ---------------- +Running OpenMW +============== If Azura is with you and all the stars and planets are aligned in your favor, you should now be able to run OpenMW using the program called -'morro'. +'openmw'. -Write morro -h to see a list of options. +Write openmw -h to see a list of options. Running without parameters should bring you into the cave called Sud, or the last cell loaded. You are in free float mode. Move around with WASD (or arrow keys), move up and down with left shift and ctrl, exit -with 'q' or escape. +with 'q' or escape. Note that if you have a localized (non-English) +version, the cell "Sud" might not exist. I will solve this issue in a +later version. To load another cell, specify the cell name on the command line. Use -the 'esmtool' program to get a list of cells (see below.) Note that -you must use quotation marks "" if the cell name contains spaces or -other weird characters. Exterior cells are disabled at the moment. +the 'esmtool' program to get a list of cells. Note that you must use +quotation marks "" if the cell name contains spaces or other weird +characters. Exterior cells are disabled at the moment. Enjoy! ;-) - - - - -Other included tools: -===================== - -esmtool - Used to inspect ES files (ESM, ESP, ESS). Run without - arguments to get a list of options. - -bsatool - Tool for viewing and extracting files from BSA archives. - (Can also be used to test the NIF parser on a BSA.) - -niftool - Decodes one or more NIF files and prints the details. - - - - -Changelog: -========== - -0.3 (work in progress) -- updated Makefile and sources for increased portability (thanks to - Dmitry Marakasov for FreeBSD tips and testing!) - -0.2 (2008 jun. 17) - latest release -- compiles with gdc -- switched to DSSS for building D code -- includes the program esmtool - -0.1 (2008 jun. 03) -- first release diff --git a/README.txt b/README.txt index 093c5297f..2dd11c52b 100644 --- a/README.txt +++ b/README.txt @@ -29,11 +29,10 @@ binary packages and installation from source. See also the changelog at the end. Note: if you are using a localized (non-English) version of Morrowind, -the default starting cell (Sud) might not exist, and the esmtool will -probably fail with UTF errors, since the system currently expects UTF8 -input. This will be fixed in a future release - I have even added -localized support as one of the major goals on the web page. - +the default starting cell (Sud) might not exist, and the esmtool +program will probably fail with UTF errors. This will be fixed in a +future release - I have even added localized support as one of the +major goals on the web page. @@ -41,7 +40,7 @@ localized support as one of the major goals on the web page. On the immediate TODO list: =========================== -- read the input files in the correct code page +- read the data files in the correct code page - support for Mac - collision detection - displaying creatures correcty, animation @@ -62,8 +61,11 @@ For instructions, see the files INSTALL-win32.txt or INSTALL-linux.txt. FreeBSD has also been tested but is only partially supported, due to -sketchy D compiler support. Linux 64 bit currently does NOT work, for -the same reason. +sketchy D compiler support. It will run, but exceptions do not work +and will immediately abort the program. + +Linux 64 bit is known NOT to work, also because of compiler +deficiencies. @@ -107,13 +109,14 @@ Changelog: 0.3 (work in progress) - built and tested on Windows XP - partial support for FreeBSD (exceptions do not work) -- removed some config files, since these are auto-generated when - missing -- made the config system more robust (an Ogre config windows opened - when needed) -- alternatively reads config file from ~/.openmw/ on unix systems. +- renamed main program from 'morro' to 'openmw' +- made the config system more robust +- added -oc switch for showing Ogre config window on startup +- removed some config files, these are auto-generated when + missing. Separated plugins.cfg into linux and windows versions. - updated Makefile and sources for increased portability (thanks to Dmitry Marakasov.) +- tested against OIS 1.0.0 (Ubuntu repository package) 0.2 (2008 jun. 17) - latest release - compiles with gdc diff --git a/core/config.d b/core/config.d index 3bd870042..6a8781a14 100644 --- a/core/config.d +++ b/core/config.d @@ -147,13 +147,19 @@ struct ConfigManager // Initialize the key binding manager keyBindings.initKeys(); - // On Linux / Unix, if openmw.ini is not found in the current - // directory, use ~/openmw/openmw.ini instead. + /* Disable this at the moment. It's a good idea to put + configuration in a central location, but it's useless as long + as Ogre expects to find it's files in the current working + directory. The best permanent solution would be to let the + locations of ogre.cfg and plugins.cfg be determined by + openmw.ini - I will fix that later. + version(Posix) { if(!exists(confFile)) confFile = expandTilde("~/.openmw/openmw.ini"); } + */ readIni(reset); diff --git a/ogre.cfg.linux b/ogre.cfg.linux deleted file mode 100644 index 90dc40523..000000000 --- a/ogre.cfg.linux +++ /dev/null @@ -1,7 +0,0 @@ -Render System=OpenGL Rendering Subsystem - -[OpenGL Rendering Subsystem] -FSAA=0 -Full Screen=No -RTT Preferred Mode=FBO -Video Mode=800 x 600 diff --git a/ogre.cfg.win32 b/ogre.cfg.win32 deleted file mode 100755 index c676565f4..000000000 --- a/ogre.cfg.win32 +++ /dev/null @@ -1,19 +0,0 @@ -Render System=Direct3D9 Rendering Subsystem - -[Direct3D9 Rendering Subsystem] -Allow NVPerfHUD=No -Anti aliasing=None -Floating-point mode=Fastest -Full Screen=No -Rendering Device= -VSync=No -Video Mode=800 x 600 @ 32-bit colour - -[OpenGL Rendering Subsystem] -Colour Depth=32 -Display Frequency=60 -FSAA=0 -Full Screen=No -RTT Preferred Mode=FBO -VSync=No -Video Mode=800 x 600 diff --git a/ogre/bindings.d b/ogre/bindings.d index 44e875cd5..52cc097ae 100644 --- a/ogre/bindings.d +++ b/ogre/bindings.d @@ -51,9 +51,10 @@ typedef void* ManualLoader; extern(C): // Do engine configuration. Returns 0 if we should continue, 1 if -// not. The parameter (0 or 1) determine whether an Ogre config -// dialogue is shown. -int cpp_configure(int showConfig); +// not. +int cpp_configure(int showConfig, // Do we show the config dialogue? + char *plugincfg // Name of 'plugin.cfg' file + ); // Sets up the window void cpp_initWindow(); diff --git a/ogre/cpp_interface.cpp b/ogre/cpp_interface.cpp index 1c4687e00..13f70a883 100644 --- a/ogre/cpp_interface.cpp +++ b/ogre/cpp_interface.cpp @@ -41,13 +41,19 @@ extern "C" void cpp_cleanup() } } -extern "C" int32_t cpp_configure(int32_t showConfig) +extern "C" int32_t cpp_configure( + int32_t showConfig, // Do we show the config dialogue? + char *plugincfg // Name of 'plugin.cfg' file + ) { - mRoot = new Root(); + mRoot = new Root(plugincfg); // Add the BSA archive manager before reading the config file. ArchiveManager::getSingleton().addArchiveFactory( &mBSAFactory ); + /* The only entry we use from resources.cfg is the "BSA=internal" + entry, which we can put in manually. + // Load resource paths from config file ConfigFile cf; cf.load("resources.cfg"); @@ -69,11 +75,14 @@ extern "C" int32_t cpp_configure(int32_t showConfig) archName, typeName, secName); } } + */ + ResourceGroupManager::getSingleton(). + addResourceLocation("internal", "BSA", "General"); // Show the configuration dialog and initialise the system, if the // showConfig parameter is specified. The settings are stored in - // ogre.cfg. If the parameter is false, the settings are assumed to - // come from ogre.cfg. + // ogre.cfg. If showConfig is false, the settings are assumed to + // already exist in ogre.cfg. int result; if(showConfig) result = mRoot->showConfigDialog(); diff --git a/ogre/ogre.d b/ogre/ogre.d index 1947e840a..0c4015bd2 100644 --- a/ogre/ogre.d +++ b/ogre/ogre.d @@ -79,9 +79,19 @@ static ~this() // Loads ogre configurations, creats the root, etc. void setupOgre() { - // Later we will send some config info from core.config along with + char[] plugincfg; + + version(Windows) + plugincfg = "plugins.cfg.win32"; + else version(Posix) + plugincfg = "plugins.cfg.linux"; + else + // Assume the user knows what to do + plugincfg = "plugins.cfg"; + + // Later we will send more config info from core.config along with // this function - if(cpp_configure(config.finalOgreConfig)) + if(cpp_configure(config.finalOgreConfig, toStringz(plugincfg))) OgreException("Configuration abort"); cpp_initWindow(); diff --git a/plugins.cfg b/plugins.cfg deleted file mode 100644 index 31deb6ef6..000000000 --- a/plugins.cfg +++ /dev/null @@ -1,13 +0,0 @@ -# Defines plugins to load - -# Define plugin folder -PluginFolder=/usr/lib/OGRE - -# Define plugins -Plugin=RenderSystem_GL -Plugin=Plugin_ParticleFX -Plugin=Plugin_BSPSceneManager -Plugin=Plugin_OctreeSceneManager -# Plugin=Plugin_CgProgramManager - - diff --git a/resources.cfg b/resources.cfg deleted file mode 100644 index 86843e657..000000000 --- a/resources.cfg +++ /dev/null @@ -1,23 +0,0 @@ -# Resource locations to be added to the 'boostrap' path -# This also contains the minimum you need to use the Ogre example framework -[Bootstrap] -#Zip=ogre/media/packs/OgreCore.zip - -# Resource locations to be added to the default path -[General] -#FileSystem=media -#FileSystem=ogre/media/fonts -#FileSystem=ogre/media/materials/programs -#FileSystem=ogre/media/materials/scripts -#FileSystem=ogre/media/materials/textures -#FileSystem=ogre/media/models -#FileSystem=ogre/media/overlays -#FileSystem=ogre/media/particle -#FileSystem=ogre/media/gui -#Zip=ogre/media/packs/cubemap.zip -#Zip=ogre/media/packs/cubemapsJS.zip -#Zip=ogre/media/packs/dragon.zip -#Zip=ogre/media/packs/fresneldemo.zip -#Zip=ogre/media/packs/ogretestmap.zip -#Zip=ogre/media/packs/skybox.zip -BSA=internal