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--- a/Docs/License.md	1989-12-31 19:00:00.000000000 -0500
+++ b/Docs/License.md	2018-01-17 14:32:09.955764022 -0500
@@ -83,34 +83,6 @@ Bites Component</td>
 </tbody>
 </table>
 
-### NVidia Cg
-
-<table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
-<tbody>
-
-<tr>
-<td style="width: 20%;">Original Authors:</td>
-<td>NVidia</td>
-</tr>
-
-<tr>
-<td>Website:</td>
-<td>http://developer.nvidia.com</td>
-</tr>
-
-<tr>
-<td>Licensed Under:</td>
-<td>Custom free license (binary only)</td>
-</tr>
-
-<tr>
-<td>Needed By:</td>
-<td>Plugin_CgProgramManager</td>
-</tr>
-
-</tbody>
-</table>
-
 ### STB Image
 
 <table style="text-align: left; width: 100%;" border="0" cellpadding="0" cellspacing="0">
@@ -208,64 +180,3 @@ Licensed Under:</td>
         were adapted from work by Geometric Tools, LLC, Copyright (c) 1998-2010 and licensed under the Boost software license.</p>
 
 </li>
-
-</ul>
-
-## Art credits for demos
-
-<ul>
-    <li>
-        <p style="margin-bottom: 0cm;">Matt Anderson at
-            <a href="http://www.The3dStudio.com/">www.The3dStudio.com</a> who
-            kindly gave permission for the use of some textures. These textures are used with permission of
-            <a href="http://www.the3dstudio.com/">www.The3dStudio.com</a> and may
-            not be re-distributed, sold, or given away except in the form of
-            rendered images, animations, or real time 3D applications when credit
-            is given to <a href="http://www.the3dstudio.com/">www.The3dStudio.com</a>.</p>
-    </li>
-    <li>
-        <p style="margin-bottom: 0cm;">Jonathan Clark at
-            <a href="http://www.jonathanclark.com/">http://www.jonathanclark.com</a>
-            for some Golgotha textures thet were released to the public domain.</p>
-    </li>
-    <li>
-        <p style="margin-bottom: 0cm;">The 'Raptor Assault Gunboat' mesh
-            &amp; texture are &copy; 2002 by Adrian 'cearny' Cearnau.</p>
-    </li>
-    <li>
-        <p style="margin-bottom: 0cm;">The robot andn ninja mesh and
-            animation are by <a href="http://www.psionic3d.co.uk/">Psionic</a>,
-            kindly made available from the <a href="http://www.insanesoftware.de/">CharacterFX</a>
-            site</p>
-    </li>
-    <li>
-        <p style="margin-bottom: 0cm;">The 'Razor 2' mesh is by Dennis
-            Verbeek</p>
-    </li>
-    <li>
-        <p style="margin-bottom: 0cm;">Skyboxes in cubemapJS.zip are
-            &copy;<a href="http://www.schlorb.com/">Johannes Schlorb</a>, used
-            with permission.
-        </p>
-    </li>
-    <li>
-        <p>Grass texture is courtesy of Mathias 'freezer' Walc</p>
-    </li>
-    <li>
-        <p>The 'Cuckoo' TrueType font is provided by <a href="http://www.grsites.com">http://www.grsites.com</a>.</p>
-    </li>
-    <li>SoftImage|XSI sample media files (facial.mesh, jaiqua.mesh and associated files) are provided courtesy of Avid Technology, Inc.<br />
-        &copy; 2004 Avid Technology, Inc. All rights
-        reserved. Avid is either a registered trademark or trademark of Avid
-        Technology, Inc. in the United States and/or other countries.
-    </li>
-    <li>
-        <p>The Sibenik Cathedral model by Marko Dabrovic - <a href="marko@3lhd.com">marko@3lhd.com</a>.</p>
-    </li>
-    <li>
-        <p>Battle Damaged Sci-fi Helmet - PBR by theblueturtle_, published under a Creative Commons Attribution-NonCommercial license</p>
-    </li>
-    <li>
-        <p>Smoke15Frames.png by Beast, published under CC-0 https://opengameart.org/content/smoke-aura</p>
-    </li>
-</ul>
--- a/Samples/Simple/include/BSP.h	1989-12-31 19:00:00.000000000 -0500
+++ b/Samples/Simple/include/BSP.h	2018-01-17 14:34:43.165692607 -0500
@@ -15,7 +15,6 @@ class _OgreSampleClassExport Sample_BSP
     {
         mInfo["Title"] = "BSP";
         mInfo["Description"] = "A demo of the indoor, or BSP (Binary Space Partition) scene manager. "
-            "Also demonstrates how to load BSP maps from Quake 3.";
         mInfo["Thumbnail"] = "thumb_bsp.png";
         mInfo["Category"] = "Geometry";
     }
@@ -76,10 +75,6 @@ class _OgreSampleClassExport Sample_BSP
         mCamera->setNearClipDistance(4);
         mCamera->setFarClipDistance(4000);
 
-        // Quake uses the Z axis as the up axis, so make necessary adjustments
-        mCameraNode->setFixedYawAxis(true, Vector3::UNIT_Z);
-        mCameraNode->pitch(Degree(90));
-
         // specific for this map
         mCameraNode->setPosition(Vector3(0, 0, 340));
 
--- a/Tests/VisualTests/PlayPen/src/PlayPenTests.cpp	1989-12-31 19:00:00.000000000 -0500
+++ b/Tests/VisualTests/PlayPen/src/PlayPenTests.cpp	2018-01-17 14:44:24.663452014 -0500
@@ -1992,42 +1992,6 @@ PlayPen_Bsp::PlayPen_Bsp()
     addScreenshotFrame(10);
 }
 //----------------------------------------------------------------------------
-
-void PlayPen_Bsp::setupContent()
-{
-    // Load Quake3 locations from a file
-    ConfigFile cf;
-
-    cf.load(mFSLayer->getConfigFilePath("quakemap.cfg"));
-
-    String quakePk3 = cf.getSetting("Archive");
-    String quakeLevel = cf.getSetting("Map");
-
-    //ResourceGroupManager::getSingleton().addResourceLocation(quakePk3, "Zip");
-
-    ResourceGroupManager::getSingleton().addResourceLocation(
-        quakePk3, "Zip",
-        ResourceGroupManager::getSingleton().getWorldResourceGroupName(), true);
-
-    // Load world geometry
-    mSceneMgr->setWorldGeometry(quakeLevel);
-
-    // modify camera for close work
-    mCamera->setNearClipDistance(4);
-    mCamera->setFarClipDistance(4000);
-
-    // Also change position, and set Quake-type orientation
-    // Get random player start point
-    ViewPoint vp = mSceneMgr->getSuggestedViewpoint(true);
-    mCameraNode->setPosition(vp.position);
-    mCameraNode->pitch(Degree(90)); // Quake uses X/Y horizon, Z up
-    mCameraNode->rotate(vp.orientation);
-    // Don't yaw along variable axis, causes leaning
-    mCameraNode->setFixedYawAxis(true, Vector3::UNIT_Z);
-
-    mCameraNode->yaw(Ogre::Degree(-90.f));
-}
-//----------------------------------------------------------------------------
 //----------------------------------------------------------------------------
 
 PlayPen_BuildTangentOnAnimatedMesh::PlayPen_BuildTangentOnAnimatedMesh()