##############################################################################
# Copyright 2003 Jonathan Cohen, Nat Duca, David Luebke, Brenden Schubert    #
#                Johns Hopkins University and University of Virginia         #
##############################################################################
# This file is distributed as part of the GLOD library, and as such, falls   #
# under the terms of the GLOD public license. GLOD is distributed without    #
# any warranty, implied or otherwise. See the GLOD license for more details. #
#                                                                            #
# You should have recieved a copy of the GLOD Open-Source License with this  #
# copy of GLOD; if not, please visit the GLOD web page,                      #
# http://www.cs.jhu.edu/~graphics/GLOD/license for more information          #
##############################################################################

GLOD 1.0pre2                                      10/21/03
             http://www.cs.jhu.edu/~graphics/GLOD
==========================================================

Thank you for downloading this prerelease version of GLOD.
We have provided this code as a way to become familiar
with the GLOD API and what can be done with it.

Development continues on GLOD: this release still lacks:
  > Memory management features
  > Adaptation speed controls
  > User attributes
  > Geomorph capability
  > Speed optimizations

The GLOD web page will be kept up to date with progress
information. Please feel free to contact us via this
site with any bugs/suggestions/feature requests.

==========================================================
                 Installation Notes

This distribution contains precompiled binaries for your 
platform of choice. For Windows, this contains:
  > glod.dll --- the redistributable GLOD library
  > glod.h   --- the header file for GLOD
  > glod.lib --- symbols necessary to link against GLOD
You will probably want to put glod.h and glod.lib into 
your Developer Studio VC/include and vc/lib directories. 
Alternatively, you may want to point developer studio at
some directory containing these files.

For linux, you will have:
  > libGLOD.so --- the runtime for GLOD
  > glod.h     --- the GLOD header file 
Again, for linux, you have a couple of options. First, 
put glod.h and libGLOD.so into /usr/include and /usr/lib, 
or point your LD_LIBRARY_PATH and compilers at some 
customized place. Chances are, if you're in Linux, you 
can probably figure something out that suits you. :)

==============  Documentation Installation ===============
With linux, you have the option of using the included man 
pages. Either copy the contents of ./man/man3 to 
/usr/man/man3 or set MANPATH to point at the man directory.

==========================================================
                      Samples
You've also got a samples directory which might help you
understand what is going on with GLOD. Given the 
still-young age of GLOD, making these programs compile 
and run might be a bit tricky. They are all command line 
driven, so in Windows, you're going to have to either run 
them from a command line, or add command-line arguments 
to project settings as appropriate.

For windows, you've got a samples/glodlib.dsw to help you 
run and compile the programs. YOu're probably going to have 
to hack around with settings to get Visual C find GLOD.

For linux, there's a top level makefile in ./samples that 
you can run to get things compiling. If you need to modify 
the gcc link or compile flags, open up samples.conf and 
add things there. That will affect all of your samples.

======================== DATA ===========================
You're going to need some ply files to give to these 
programs. YOu can use your own, or download a package of
data files that are available off the download page on 
the GLOD web site.

=================== What they Do ========================
There are three sample programs for GLOD. Run them with 
--help to see any runtime flags that they take.

Simple:   loads a specified ply file, simplifies it with
          GLOD, and then displays it.

readback/read_cut:  loads a ply file, simplifies it,
                    and allows you to write out a ply file
                    corresponding to what is on your
                    screen at that moment.


readback/read_model:  loads a ply file, simplifies it,
                      and reads it back into a binary
                      file. This demonstrates how you can
                      split the simplification and
                      rendering process across application
                      invocations.

scene/ :  a flaky scene graph tool that demonstrates how
          to manage multiple objects within a single scene
          using GLOD. Scene graphs for this tool are
          stored in ./scene/scenes
          Make sure to run this program with -glod

By default, these tools produce only discrete hierarchies. 
The -c flag will create discrete output instead.

==========================================================
Email n@jhu.edu with getting-this-working issues and bugs.
==========================================================
             http://www.cs.jhu.edu/~graphics/GLOD
GLOD 1.0pre2                                      10/21/03
