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Reorganize readme, specify it is Ogre assets

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Macoy Madson 10 months ago
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      ReadMe.org

14
ReadMe.org

@ -106,7 +106,13 @@ Modules don't necessarily support all platforms out of the box. Here are the kno
[1] These programs rely on hard-coded OpenGL versions. TODO: Make it automatically decide to use OpenGL ES when necessary.
[2] This works on Linux only when an appropriate cross-compiler is being used, e.g. Config_ZigWindows.cake, or MinGW.
* Asset pipeline
* Terms
GameLib is copyright (C) 2020 Macoy Madson ~<macoy@macoy.me>~.
Licensed under ~GPL-3.0-or-later~.
Contact ~macoy@macoy.me~ if you would like to negotiate an exception for your use-case.
* Ogre Asset pipeline
You should do it manually once to ensure your environment is properly configured, then refer to ~test/src/VocalGame.cake~ function ~process-3d-assets~ for how to automate it.
** Blender setup
- Install [[https://www.blender.org/][Blender]]. I can confirm Blender 2.91 works.
@ -176,9 +182,3 @@ Run this after you've made an attempted export from the Blender OGRE plugin.
You can repeat this for all the different actions you want for a given skeleton.
The name of the skeleton comes from the name of the Object which has the armature modifier's mesh. This may mean shared skeletons will be created in duplicate due to having different object mesh names.
* Terms
GameLib is copyright (C) 2020 Macoy Madson ~<macoy@macoy.me>~.
Licensed under ~GPL-3.0-or-later~.
Contact ~macoy@macoy.me~ if you would like to negotiate an exception for your use-case.

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