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- ABOUT THE OPENEXR LIBRARIES
- ----------------------------
-
- Half is a class that encapsulates our 16-bit floating-point format.
-
- IlmImf is our "EXR" file format for storing 16-bit FP images.
-
- Imath is a math library. IlmImf only uses a subset of it,
- but we're releasing the full library because it's easier for us to
- maintain, and we think it'll be useful to others.
-
- Iex is an exception-handling library.
-
- Documentation on all of these libraries is incomplete. See the .h files
- for API details. Most of the interfaces are well-documented from
- a programmer's perspective. See the IlmImfExamples directory for
- some code that demonstrates how to use the IlmImf library to read
- and write OpenEXR files. The doc directory contains some high-level
- documentation and history about the OpenEXR format.
-
- If you have questions about using the OpenEXR libraries, you may want
- to join our developer mailing list. See http://www.openexr.com for
- details.
-
-
- LICENSE
- -------
-
- The OpenEXR source code distribution is free software. See the file
- named COPYING (included in this distribution) for details.
-
-
- WHAT'S INCLUDED
- ---------------
-
- Besides the core OpenEXR libraries, the release includes several
- utilities for reading, writing, viewing, and manipulating OpenEXR
- images. These include:
-
- * exrdisplay, an image viewer.
- * exrheader, a utility for dumping header information.
- * exrstdattr, a utility for modifying OpenEXR standard attributes.
- * exrmaketiled, for generating tiled and rip/mipmapped images.
- * exrenvmap, for creating OpenEXR environment maps.
- * exrmakepreview, for creating preview images for OpenEXR files.
-
- exrdisplay requires FLTK 1.1 or greater and OpenGL. exrdisplay now
- supports fragment shaders if you have the Nvidia Cg SDK and a graphics
- card capable of running fp30 profile fragment shaders. See
- exrdisplay/README for details.
-
- We have also released an OpenEXR display driver for Renderman, a file I/O
- plugin for Shake, and a file I/O plugin for Adobe Photoshop (on both
- Windows and MacOS). These are packaged separately. Go to
- http://www.openexr.com to download them.
-
-
-
- BUILDING OPENEXR
- ----------------
-
- To build OpenEXR on GNU/Linux or other UNIX-like systems, do:
-
- ./configure
- make
- make install
-
- If you have the Nvidia Cg SDK and you want to build support for
- fragment shaders into exrdisplay, specify the path to the SDK using
- the "--with-nvsdk-prefix" flag.
-
- See README.OSX for details on building OpenEXR in MacOS X.
-
- Do 'make check' to run confidence tests. See the INSTALL file for more
- details or try "./configure --help".
-
- Other UNIX variants haven't been tested, but should be easy to build.
- Let us know if you're having problems porting OpenEXR to a particular
- platform. See below for platform-specific notes.
-
- All include files needed to use the OpenEXR libraries are installed in the
- OpenEXR subdirectory of the install prefix, e.g. /usr/local/include/OpenEXR.
-
- To build OpenEXR on Windows NT or greater, you have a few choices:
-
- * Use Cygwin and the 'configure' script, see above.
- * Use Visual Studio .NET 2003 (version 7.1) with Microsoft's C++ compiler.
-
- See README.win32 for details.
-
-