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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.
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