Alien-FreeImage

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src/Source/LibJPEG/install.txt  view on Meta::CPAN


Microsoft Windows, Microsoft Visual C++ 6 Developer Studio:

We include makefiles that should work as project files in DevStudio 6.0 or
later.  There is a library makefile that builds the IJG library as a static
Win32 library, and application makefiles that build the sample applications
as Win32 console applications.  (Even if you only want the library, we
recommend building the applications so that you can run the self-test.)

To use:
1. Open the command prompt, change to the main directory and execute the
   command line
	NMAKE /f makefile.vc  setup-vc6
   This will move jconfig.vc to jconfig.h and makefiles to project files.
   (Note that the renaming is critical!)
2. Open the workspace file jpeg.dsw, build the library project.
   (If you are using DevStudio more recent than 6.0, you'll probably
   get a message saying that the project files are being updated.)
3. Open the workspace file apps.dsw, build the application projects.
4. To perform the self-test, execute the command line
	NMAKE /f makefile.vc  test-build

src/Source/LibJPEG/install.txt  view on Meta::CPAN

Microsoft Windows, Microsoft Visual C++ 2010 Developer Studio (v10):

We include makefiles that should work as project files in Visual Studio
2010 or later.  There is a library makefile that builds the IJG library
as a static Win32 library, and application makefiles that build the sample
applications as Win32 console applications.  (Even if you only want the
library, we recommend building the applications so that you can run the
self-test.)

To use:
1. Open the command prompt, change to the main directory and execute the
   command line
	NMAKE /f makefile.vc  setup-v10
   This will move jconfig.vc to jconfig.h and makefiles to project files.
   (Note that the renaming is critical!)
2. Open the solution file jpeg.sln, build the library project.
   (If you are using Visual Studio more recent than 2010 (v10), you'll
   probably get a message saying that the project files are being updated.)
3. Open the solution file apps.sln, build the application projects.
4. To perform the self-test, execute the command line
	NMAKE /f makefile.vc  test-build

src/Source/OpenEXR/Copyrights/ilmbase/README.win32  view on Meta::CPAN

    3. Make glew available. This can be done via several mechanisms.
       http://glew.sourceforge.net is the master site for this
       library. See step 4 below.

    4. nVidia makes both glut and glew available in their SDK package,
       which is a fairly large download, but provides a wealth of other
       information on programming for the GPU, and is generally a useful
       package, so that is the path chosen for this set up.

      a. Go to http://developer.nvidia.com and download version 10 of the
         SDK and install it.  It will prompt you to install the Cg toolkit,
         but this is not necessary as it was handled in step 1.  The path
         where you choose to install the SDK is referred to by the
         <SDK install location> tag in the steps below.

      b. Make an nvidia folder at the top level, with an include and
         lib folder inside it.  Inside the lib folder, make Debug and
         Release folders.

      c. Copy the <SDK install location>\external\include\GL directory into 
         nvidia\include the GL and glh folders into nvidia\include.

src/Source/OpenEXR/Copyrights/ilmbase/README.win32  view on Meta::CPAN


      f. Copy bin\glut32.dll and bin\glew32.dll into Deploy\bin\Release.

  d. Build the Release configuration of the OpenEXR_Viewers.

  e. Build the Debug configuration if desired.

At this point, the Deploy folder should be fully built out and ready
to be used.  Both exrdisplay and playexr are meant to be launched from
the command line, as they originated as unix commands, so open a command
prompt, cd to the Deploy\bin\Release folder and enjoy.

src/license-fi.txt  view on Meta::CPAN


3.2. Availability of Source Code.
Any Modification which You create or to which You contribute must be made available in Source Code form under the terms of this License either on the same media as an Executable version or via an accepted Electronic Distribution Mechanism to anyone t...

3.3. Description of Modifications.
You must cause all Covered Code to which you contribute to contain a file documenting the changes You made to create that Covered Code and the date of any change. You must include a prominent statement that the Modification is derived, directly or in...

3.4. Intellectual Property Matters

(a) Third Party Claims.
If You have knowledge that a party claims an intellectual property right in particular functionality or code (or its utilization under this License), you must include a text file with the source code distribution titled "LEGAL" which describes the cl...
available thereafter and shall take other steps (such as notifying appropriate mailing lists or newsgroups) reasonably calculated to inform those who received the Covered Code that new knowledge has been obtained.

(b) Contributor APIs.
If Your Modification is an application programming interface and You own or control patents which are reasonably necessary to implement that API, you must also include this information in the LEGAL file.

3.5. Required Notices.
You must duplicate the notice in Exhibit A in each file of the Source Code, and this License in any documentation for the Source Code, where You describe recipients' rights relating to Covered Code. If You created one or more Modification(s), You may...
structure, then you must include such notice in a location (such as a relevant directory file) where a user would be likely to look for such a notice. You may choose to offer, and to charge a fee for, warranty, support, indemnity or liability obligat...
liability obligation is offered by You alone, and You hereby agree to indemnify the Initial Developer and every Contributor for any liability incurred by the Initial Developer or such Contributor as a result of
warranty, support, indemnity or liability terms You offer.



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