Horde3D 
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	Next-Generation Graphics Engine
	
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		-S D K-
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		Version 0.13.0
		

Copyright (C) 2006-2007 Nicolas Schulz

http://www.nextgen-engine.net

Contact:
	nicolas@nextgen-engine.net

	
The complete SDK is licensed under the GNU Lesser General Public License (LGPL).
See the documentation for more information.

Horde3D requires an OpenGL 2.0 compatible graphics card with the latest drivers.
A GeForce 6 or Radeon X1000 series card is the minimum requirement to run the samples.

The source code of the engine and tools is included in the SDK. It has the following
external dependencies:

	- TinyXML 2.5.3 as XML parser
		http://www.grinninglizard.com/tinyxml/
	- NVTriStrip Library for geometry optimization in the Collada converter
		http://developer.nvidia.com/object/nvtristrip_library.html
	- SDL 1.2.12 for window management in samples
		http://www.libsdl.org
		
These libraries are included as precomplied lib versions in the SDK.


Release Notes:
	
	This release adds support for Radiance RGBE (HDR) textures and implements an exemplary
	high dynamic range pipeline for the Knight sample. To make this task easier the pipeline
	configuration was extended and supports several new parameters now. Also new is support
	for ray collision queries on the scene graph and the possibility to do object picking. 
	Besides these new features there are a plenty of smaller improvements at the engine core
	and the Collada Converter. For more information see the ChangeLog in the documentation.
	

If you plan to use Horde3D in your project please let me know since I'm very curious
about that.

Special thanks go to the University of Augsburg for supporting this project!




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Description of included samples
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Chicago
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This sample uses a simple crowd simulation to show how Horde3D can
be used to render environments and a plenty of animated models.
The demo supports forward and deferred rendering which can be
selected by modifying the pipeline_Chicago.xml file.

Input:

	Use WASD to move and the mouse to look around.
	Space freezes the scene.
	F1 sets fullscreen mode.
	F7 toggles debug view.
	F9 toggles FPS display.
	ESC quits the application.

Notes on content:

	The character model was created by Sirda from TurboSquid.
	Some of the textures are taken from the ATI Radeon SDK and are thus
	copyrighted by ATI Technologies, Inc.
	

	
Knight
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This sample shows a knight model with reflections coming from a cube map. The
pipeline applies high dynamic range lighting with simple tone mapping and a
bloom effect. The knight has a particle system attached to the tip of his sword
which results in some interesting graphical effects. Using the keyboard it is
possible to blend seamlessly between two animations.


Input:

	Use WASD to move and the mouse to look around.
	Use 1 and 2 to blend between character animations.
	Space freezes the scene.
	F1 sets fullscreen mode.
	F7 toggles debug view.
	F9 toggles FPS and information display.
	ESC quits the application.

Notes on content:

	The character model and animations were created by Rob Galanakis (www.robg3d.com)
	and are distributed under the terms of the Creative Commons Attribution-
	Noncommercial 3.0 License (http://creativecommons.org/licenses/by-nc/3.0/).
	The cubemap texture is a modified version of one of M@dcow's high res skymaps
	which can be found at BlenderArtist.org.
	
	
	
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Have fun with the engine!
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