POV-Ray : Newsgroups : povray.programming : POVWIN 3.1a source code. : Re: POVWIN 3.1a source code. Server Time
29 Jul 2024 10:31:38 EDT (-0400)
  Re: POVWIN 3.1a source code.  
From: povray org admin team
Date: 20 Oct 1998 10:08:39
Message: <362c8ab6.10158577@news.povray.org>
We've re-released this (same place). Please check it again. We didn't fix the
comctrl32.lib problem with vc5 since we're not familiar with that tool.

new### [at] DESPAMpovrayorg (povray.org admin team) wrote:

>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.
>
>-------------------------------------------------------------------------------
>
>$Id: //depot/POVRAY/povwin/source/windows/README.NOW#3$
>
>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.
>
>------------------------------------------------------------------------------
>
>COMPILE.DOC
>
>------------------------------------------------------------------------------
>
>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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