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File Date Author Commit
 Blenderexporter 2009-10-01 oc2k1 [r4]
 doc 2009-10-01 oc2k1 [r4]
 examples 2009-10-01 oc2k1 [r4]
 glew 2009-10-01 oc2k1 [r4]
 images 2009-10-01 oc2k1 [r4]
 media 2009-10-01 oc2k1 [r4]
 plugins 2009-12-29 oc2k1 [r7]
 scripts 2009-10-01 oc2k1 [r4]
 src 2009-12-30 oc2k1 [r9]
 Doxyfile 2009-10-01 oc2k1 [r4]
 license 2009-10-01 oc2k1 [r4]
 lumina.pro 2009-11-27 oc2k1 [r6]
 lumina.qrc 2009-10-01 oc2k1 [r4]
 readme 2009-10-01 oc2k1 [r4]

Read Me

README
======

Thanks for testing Lumina.

Install
=======

Lumina requires Qt-4.3.2    Qt-4.5 recommended

"qmake && make && doxygen"

for compiling and generating the documentation.

Glew is now included, so a a QT installation with compiler should be 
enough.

Doxygen is used to generate the XML documentation that can be
parsed by Lumina. If it's not build the script reference won't
work. Unfortunaltly this system doesn't work for dynamic added
functions, so not all have a reference.

It's recommend to start the program from a shell to see the
debugging messages and shader compiler outputs. Shader compiler
errors will be reported with popups.



Missing scripts issue
=====================
It's important, that luminas working directory is the the lumina
base directory, elsewhere the scripts won't work. That means Lumina
loses 80% of it's functionality. Specifically MAC builds have that
problem.

For Windows the script and plugin director have to be placed in the
same directory as the executable.

For linux the same structure is possible, but it's better to place
all that stuff in /usr/share/lumina/ If you like to create a package
for a distribution use that path.

For Mac there isn't a special path implemented. Suggestions and patches
are welcome....

MAC Issues
==========
Mac is not unix, but it fails to compile spaceball support for X11
remove it manually: All "unix:" lines from the lumina.pro and remove
the defines from main.cpp


Documantation and Tutorial
==========================

Look at the project website for documentation and tutorials.
http://lumina.sourceforge.net/
(included in this package in the doc subdirectory)
The media directory contains some shaders, textures and scripts.
Some lum files are located in the root directory. This are
examples, but some of them needs additional files.

IRC Client
==========

This version of Lumina includes a very simple IRC client, it can be
used for feed back, bug reports, sugestions and to chat with other
lumina users. The default chanel is #lumina on irc.freenode.net.
(If the IRC Button is not visible, check the working directory)

Importer
========

Currently are importer available for OBJ, 3DS, X, MD2 and MD3:

OBJ:
Should be abli to import all files

3DS:
only Position and Texcoords, normals can be generated with
a normal generator but smothing groups are ignored.

X:
The current version merge al meshes of a frame into a single lumina
mesh and creates one index per material.

MD2:
This format can be imported without data loss (except the frame names).
A simple script and vertex shader are required, to handle the keyframe
interpolation.

MD3:
This format is used by Quake 3 to store Model parts. The Tags are stored
into buffer objects, so it may be possible to animated quake3 models,
with a script and vertexshader too (currently not tested)

CMF:
Importing of cal3d binary mesh files is supported in Lumina 0.3.0-r2.
Each material will has it's own index. Limitations are  only the first 
set of UVCoords will be imported and a maximum of 4 influences per vertex.
Springs are not supported jet.

CR2:
Currently only a parser. Currently not enough documantation about the
blending zones available.

Generators
==========

Normal generator:
Only a mesh with vertex positions and indices is required. Generates 
interpolated normals

Tangent generator:
Creates Tangents requires ; Vertex position, Normal, and texcoords.

Texturespace Quaternion:
requires Normal and Tangent. It can be used to quaternion based
bumpmapping, that can be combined with BRDFs.

Known Bugs:
===========



Differences to common naming conventions :
==========================================
Many script functions starts with capital letters, they can be allways
used in scripts. Function names with small letters are used for propertys,
internal Signal and Slots and editing. Sometimes they could be used in scripts,
but they may be not avaible in a future framework, that can use the Lumina files.
The OpenGL prefixes are "gl" and "GL_" replaced by "gl."

Blenderexporter
===============

The blender exporter should be moved/copied/linked in blenders script
directory.
It exports a selected meshes as *.lum file.
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