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We're about to release the POVWIN 3.1a source code. It's also had a few minor
post-3.1a tweaks, mostly to font handling in the message window and editor.
We're posting it in a private dir on povray.org first so that some users can
sanity-check it (it's not yet on in the public dir area on povray.org or
Compuserve).
If you can, please grab and compile it. To do so you'll need either Borland C
v5.02, Watcom C v11.0, or Visual C++ v5.0 (unless you want to roll your own
makefile). You'll find the archive at this URL -
ftp://ftp.povray.org/pub/test/povwin_s.zip
or
http://www.povray.org/ftp/pub/test/povwin_s.zip
Note that you are not able to compile the editor code - it's there for
reference only (the reason is explained in the editor code readme).
Once you've made the change to pvengine.h (see the comments below), as long as
you're using one of the above compilers, it should build 'out of the box'.
Please do NOT redistribute this - wait for the official povray.org or
compuserve archive.
Here's the README.NOW that is in the main source code archive.
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$Id: //depot/POVRAY/povwin/source/windows/README.NOW#3$
You will need a pre-installed version of POV-Ray for Windows v3.1a (or a
compatible version) on your system to be able to run the pvengine.exe that
you can compile from this source.
NOTE that unless you are using Borland or Watcom compilers, you will need to
either roll your own compile of ZTimer using the supplied source code, or make
sure that you DO NOT define PRECISION_TIMER_AVAILABLE in CONFIG.H. If you want
to make your own compile of ZTimer, please remember that we cannot help you
with this.
If you are not using Borland or Watcom you will also need to compile ZLib and
LibPng. If you're lucky, there will be a makefile there that suits your
compiler. If not, again, you're on your own.
You must recreate the bitmaps splash5-8bpp.cmp and splash5-pal.bmp that are
in the bitmaps\ dir if you want to distribute your compile. When you do you
must include our copyright statement and clearly indicate that you have made
a derived version. You MAY NOT remove the splash screen code that shows this
bitmap at startup !
There is a VC5 subdirectory which was contributed by a user for Version 3.1.
We haven't tested this. Make sure you read the CMPL_VC5.TXT file in there if
you want to use it.
If you are doing a Borland compile of Libpng/zlib, and you don't have the DOS
powerpack, the build of the text .exe's will fail. This is harmless ; the .LIB
files will be there and that's all you really need. Make sure you use the make
files called MAKEFILE.B32, not MAKEFILE.BOR, to build these libraries.
Note that Libpng depends on ZLib so you will want to compile ZLib first.
Make sure you READ the TXT files in either the Borland or Watcom
subdirectories.
This source code is ENTIRELY UNSUPPORTED. Please do NOT write the POV-Team for
help in compiling this code. You are on your own.
You MAY NOT distribute an unofficial compile unless you comply with
POVLEGAL.DOC and also comply with the following instructions.
You must customise the UNOFFICIALCOMPILE define in PVENGINE.H to give your
name and a valid email address (or postal mail if you don't have email).
NO PART of this source code may be used in any other program under any
circumstances unless explicit permission is given by the author(s) of the
particular source code segment.
You MAY NOT alter any of the copyright notices in this source code. If you want
to add further copyright notices for your own modifications, add them in a
seperate notice after our own ones.
You MAY NOT remove or alter any of the source code that is used to display or
print copyright and authorship notices. You may not remove or alter the code
that is used to print the UNOFFICIALCOMPILE define message. You must also
customise UNOFFICIALCOMPILE as mentioned above, to give your real name and
email address.
You MUST provide your own splash bitmap that clearly identifies this as an
unofficial compile and gives your name and email address as above.
You must distribute the appropriate help files with any unofficial compile. You
may not modify the about box in any way that alters its function or that
obscures any existing text on it, or alters or obscures the function of the
four buttons on it. The help files that you provide must work such that the
function of the buttons are preserved.
NOTE !!!
The C++Builder files in this archive have LONG FILE NAMES. Make sure you used
an unzipper that supports long filenames.
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COMPILE.DOC
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COMPILING SOURCE CODE DOCUMENTATION FOR POV-Ray 3.1
0.0 WINDOWS ADDENDUM
These are more or less generic compile instructions, not specific to the
Windows version.
1.0 INTRODUCTION AND DISCLAIMERS
This documentation is to help you compile the portable C source code into a
working executable version of POV-Ray. This is only for those people who
want to compile a custom version of POV-Ray or to port it to an unsupported
platform or compiler.
This documentation DOES NOT tell you how to use POV-Ray. User documentation,
sample scenes and scene "include" files are in the archives which contain the
pre-compiled executable versions or as a separate archive for Unix users who
have no official executable versions. You MUST HAVE the user documentation and
sample scenes to use POV-Ray. See the file POVWHERE.GET for details on what to
get and where to get it.
The first question you should ask yourself before proceeding is "Do I really
need to compile POV-Ray at all?" Official POV-Ray Team executable versions are
available for MS-Dos, Windows 3.1x/95/NT, Mac 68k, Mac Power PC, Linux for
Intel x86, and SunOS. Other unofficial compiles may soon be available for
other platforms. If you do not intend to add any custom or experimental
features to the program, and if an executable already exists for your platform
then you need not compile this program yourself.
If you do want to proceed, you should be aware that you are very nearly on your
own. This documentation and other related compiling documentation assumes you
know what you are doing. It assumes you have an adequate C compiler installed
and working. It assumes you know how to compile and link large, multi-part
programs using a "make" utility or an IDE project file if your compiler
supports them. Because makefiles and project files often specify drive,
directory or path information, we cannot promise our makefiles or projects will
work on your system. We assume you know how to make changes to makefiles and
projects to specify where your system libraries and other necessary files are
located.
In general you should not expect any technical support from the POV-Ray Team on
how to compile the program. Everything is provided here "as is". All we can
say with any certainty is that we were able to compile it on our systems. If
it doesn't work for you, we probably cannot tell you why.
There is no technical documentation for the source code itself except for the
comments in the source files. We try our best to write clear, well- commented
code but some sections are barely commented at all and some comments may be out
dated. We do not provide any technical support to help you to add features.
We do not explain how a particular feature works. In some instances, the
person who wrote a part of the program is no longer active in the Team and we
don't know exactly how it works.
When making any custom version of POV-Ray or any unofficial compile, please
make sure you read and follow all provisions of our license in the file
POVLEGAL.DOC. In general you can modify and use POV-Ray on your own however
you want but if you distribute your unofficial version you must follow our
rules. You may not under any circumstances use portions of POV-Ray source
code in other programs.
2.0 DIRECTORY STRUCTURE
POV-Ray source code is distributed in archives with files arranged in a
particular hierarchy of directories or folders. When extracting the archives,
you should do so in a way that keeps the directory structure intact. In
general we suggest you create a directory called \povray3 and extract the files
from there. The extraction will create a directory called "source" with many
files and sub-directories from it.
In general, there are separate archives for each hardware platform and
operating system but each of these archives may support more than one compiler.
For example here is the directory structure for the MS-Dos archive.
SOURCE
SOURCE\LPNG101
SOURCE\ZLIB
SOURCE\MSDOS
SOURCE\MSDOS\PMODE
SOURCE\MSDOS\ZTIMER
SOURCE\MSDOS\BORLAND
SOURCE\MSDOS\DJGPP
SOURCE\MSDOS\WATCOM
The SOURCE directory contains source files for the generic parts of POV-Ray
that are the same on all platforms. The SOURCE\LIBPNG contains files for
compiling a library of routines used in reading and writing PNG (Portable
Network Graphics) image files. The SOURCE\ZLIB contains files for compiling a
library of routines used by LIBPNG to compress and uncompress data streams.
All of these files are used by all platforms and compilers. They are in every
version of the source archives.
The SOURCE\MSDOS directory contains source files for the MS-Dos version that
are common to all supported MS-Dos compilers. The SOURCE\MSDOS\PMODE
SOURCE\MSDOS\ZTIMER directories contain source files for PMODE.LIB and
ZTIMER.LIB which are required by all MS-Dos versions. The
SOURCE\MSDOS\BORLAND, SOURCE\MSDOS\DJGPP, and SOURCE\MSDOS\WATCOM directories
contain source, makefiles and project files for C compilers by Borland, DJGPP,
and Watcom.
The SOURCE\MSDOS directory is only in the MS-Dos archive. Similarly the
Windows archive contains a SOURCE\WINDOWS directory. The Unix archive contains
source/unix etc.
The SOURCE\MSDOS directory contains a file CMPL_MSD.DOC which contains
compiling information specific to the MS-Dos version. Other platform specific
directories contain similar CMPL_xxx.DOC files and the compiler specific
sub-directories also contain compiler specific CMPL_xxx.DOC files. Be sure to
read all pertinent CMPL_xxx.DOC files for your platform and compiler.
3.0 CONFIGURING POV-Ray SOURCE
Every platform has a header file "config.h" that is generally in the platform
specific directory but may be in the compiler specific directory. Some
platforms have multiple versions of this file and you may need to copy or
rename it as config.h. This file is #included in every module of POV- Ray. It
contains any prototypes, macros or other definitions that may be needed in the
generic parts of POV-Ray but must be customized for a particular platform or
compiler.
For example different operating systems use different characters as a separator
between directories and file names. MS-Dos uses back slash, Unix a front
slash, or Mac a colon. The config.h file for MS-Dos and Windows contains the
following:
#define FILENAME_SEPARATOR '\\'
which tells the generic part of POV-Ray to use a back slash.
Every customization that the generic part of the code needs has a default
setting in the file SOURCE\FRAME.H which is also included in every module after
config.h. The frame.h header contains many groups of defines such as this:
#ifndef FILENAME_SEPARATOR
#define FILENAME_SEPARATOR '/'
#endif
which basically says "if we didn't define this previously in config.h then
here's a default value." See frame.h to see what other values you might wish
to configure.
If any of the definitions are used to specify platform specific functions, you
should also include a prototype for that function. For example the file
source\msdos\config.h not only contains the macro:
#define POV_DISPLAY_INIT(w,h) MSDOS_Display_Init ((w), (h));
to define the name of the graphics display initialization function, it contains
the prototype:
void MSDOS_Display_Init (int w, int h);
If you plan to port POV-Ray to an unsupported platform, you should probably
start with the simplest, non-display generic Unix version. Then add new custom
pieces via the config.h file.
4.0 CONCLUSION
We understand that this file is only the most trivial first steps but half the
fun of working on POV-Ray source is digging in and figuring it out on your own.
That's how the POV-Ray Team members got started. We've tried to make the code
as clear as we can.
Be sure to read the CMPL_xxx.DOC files in your platform specific and compiler
specific directories for some more minor help if you are working on a supported
platform or compiler.
Good luck!
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