$Id: //depot/POVRAY/povwin/source/windows/README.NOW#4$

You will need a pre-installed version of POV-Ray for Windows v3.1g (or a
compatible version) on your system to be able to run the pvengine.exe that
you can compile from this source.

NOTE that unless you are using Borland or Watcom compilers, you will need to
either roll your own compile of ZTimer using the supplied source code, or make
sure that you DO NOT define PRECISION_TIMER_AVAILABLE in CONFIG.H. If you want
to make your own compile of ZTimer, please remember that we cannot help you
with this.

If you are not using Borland or Watcom you will also need to compile ZLib and
LibPng. If you're lucky, there will be a makefile there that suits your
compiler. If not, again, you're on your own.

If you are using Microsoft VC6, the vc6 subdirectory has a project for you.
See the notes in that dir.

You must recreate the bitmaps splash.bmp and splash-pal.bmp that are in the
bitmaps\ dir if you want to distribute your compile. When you do you must
include our copyright statement and clearly indicate that you have made a
derived version. You MAY NOT remove the splash screen code that shows this
bitmap at startup !

If you are doing a Borland compile of Libpng/zlib, and you don't have the DOS
powerpack, the build of the text .exe's will fail. This is harmless ; the .LIB
files will be there and that's all you really need. Make sure you use the make
files called MAKEFILE.B32, not MAKEFILE.BOR, to build these libraries.

Note that Libpng depends on ZLib so you will want to compile ZLib first.

Make sure you READ the TXT files in either the Borland or Watcom subdirectories.

This source code is ENTIRELY UNSUPPORTED. Please do NOT write the POV-Team for
help in compiling this code. You are on your own.

You MAY NOT distribute an unofficial compile unless you comply with
POVLEGAL.DOC and also comply with the following instructions.

You must customise the UNOFFICIALCOMPILE define in PVENGINE.H to give your
name and a valid email address (or postal mail if you don't have email).

NO PART of this source code may be used in any other program under any
circumstances unless explicit permission is given by the author(s) of the
particular source code segment.

You MAY NOT alter any of the copyright notices in this source code. If you want
to add further copyright notices for your own modifications, add them in a
seperate notice after our own ones.

You MAY NOT remove or alter any of the source code that is used to display or
print copyright and authorship notices. You may not remove or alter the code
that is used to print the UNOFFICIALCOMPILE define message. You must also
customise UNOFFICIALCOMPILE as mentioned above, to give your real name and
email address.

You MUST provide your own splash bitmap that clearly identifies this as an
unofficial compile and gives your name and email address as above.

You must distribute the appropriate help files with any unofficial compile. You
may not modify the about box in any way that alters its function or that
obscures any existing text on it, or alters or obscures the function of the
buttons on it. The help files that you provide must work such that the function
of the buttons are preserved.

NOTE !!!

The C++Builder files in this archive have LONG FILE NAMES. Make sure you used
an unzipper that supports long filenames.

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COMPILE.DOC

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COMPILING SOURCE CODE DOCUMENTATION FOR POV-Ray 3.1

0.0   WINDOWS ADDENDUM

These are more or less generic compile instructions, not specific to the
Windows version.

1.0   INTRODUCTION AND DISCLAIMERS

This documentation is to help you compile the portable C source code into a 
working executable version of POV-Ray.  This is only for those people who 
want to compile a custom version of POV-Ray or to port it to an unsupported 
platform or compiler.  

This documentation DOES NOT tell you how to use POV-Ray. User documentation, 
sample scenes and scene "include" files are in the archives which contain the 
pre-compiled executable versions or as a separate archive for Unix users who 
have no official executable versions.  You MUST HAVE the user documentation and 
sample scenes to use POV-Ray. See the file POVWHERE.GET for details on what to 
get and where to get it.

The first question you should ask yourself before proceeding is "Do I really 
need to compile POV-Ray at all?"  Official POV-Ray Team executable versions are 
available for MS-Dos, Windows 3.1x/95/NT, Mac 68k, Mac Power PC, Linux for 
Intel x86, and SunOS.  Other unofficial compiles may soon be available for 
other platforms.  If you do not intend to add any custom or experimental 
features to the program, and if an executable already exists for your platform 
then you need not compile this program yourself.

If you do want to proceed, you should be aware that you are very nearly on your 
own.  This documentation and other related compiling documentation assumes you 
know what you are doing.  It assumes you have an adequate C compiler installed 
and working.  It assumes you know how to compile and link large, multi-part 
programs using a "make" utility or an IDE project file if your compiler 
supports them.  Because makefiles and project files often specify drive, 
directory or path information, we cannot promise our makefiles or projects will 
work on your system.  We assume you know how to make changes to makefiles and 
projects to specify where your system libraries and other necessary files are 
located.

In general you should not expect any technical support from the POV-Ray Team on 
how to compile the program.  Everything is provided here "as is".  All we can 
say with any certainty is that we were able to compile it on our systems.  If 
it doesn't work for you, we probably cannot tell you why.

There is no technical documentation for the source code itself except for the 
comments in the source files.  We try our best to write clear, well- commented 
code but some sections are barely commented at all and some comments may be out 
dated.  We do not provide any technical support to help you to add features.  
We do not explain how a particular feature works.  In some instances, the 
person who wrote a part of the program is no longer active in the Team and we 
don't know exactly how it works.

When making any custom version of POV-Ray or any unofficial compile, please 
make sure you read and follow all provisions of our license in the file 
POVLEGAL.DOC.  In general you can modify and use POV-Ray on your own however 
you want but if you distribute your unofficial version you must follow our 
rules.  You may not under any circumstances use portions of POV-Ray source 
code in other programs.


2.0   DIRECTORY STRUCTURE

POV-Ray source code is distributed in archives with files arranged in a 
particular hierarchy of directories or folders.  When extracting the archives, 
you should do so in a way that keeps the directory structure intact.  In 
general we suggest you create a directory called \povray3 and extract the files 
from there.  The extraction will create a directory called "source" with many 
files and sub-directories from it.  

In general, there are separate archives for each hardware platform and 
operating system but each of these archives may support more than one compiler.  
For example here is the directory structure for the MS-Dos archive.

   SOURCE
   SOURCE\LPNG101
   SOURCE\ZLIB
   SOURCE\MSDOS
   SOURCE\MSDOS\PMODE
   SOURCE\MSDOS\ZTIMER
   SOURCE\MSDOS\BORLAND
   SOURCE\MSDOS\DJGPP
   SOURCE\MSDOS\WATCOM

The SOURCE directory contains source files for the generic parts of POV-Ray 
that are the same on all platforms.  The SOURCE\LIBPNG contains files for 
compiling a library of routines used in reading and writing PNG (Portable 
Network Graphics) image files.  The SOURCE\ZLIB contains files for compiling a 
library of routines used by LIBPNG to compress and uncompress data streams.  
All of these files are used by all platforms and compilers.  They are in every 
version of the source archives.

The SOURCE\MSDOS directory contains source files for the MS-Dos version that 
are common to all supported MS-Dos compilers.  The SOURCE\MSDOS\PMODE 
SOURCE\MSDOS\ZTIMER directories contain source files for PMODE.LIB and 
ZTIMER.LIB which are required by all MS-Dos versions.  The 
SOURCE\MSDOS\BORLAND, SOURCE\MSDOS\DJGPP, and SOURCE\MSDOS\WATCOM directories 
contain source, makefiles and project files for C compilers by Borland, DJGPP, 
and Watcom.  

The SOURCE\MSDOS directory is only in the MS-Dos archive.  Similarly the 
Windows archive contains a SOURCE\WINDOWS directory.  The Unix archive contains 
source/unix etc.

The SOURCE\MSDOS directory contains a file CMPL_MSD.DOC which contains 
compiling information specific to the MS-Dos version.  Other platform specific 
directories contain similar CMPL_xxx.DOC files and the compiler specific 
sub-directories also contain compiler specific CMPL_xxx.DOC files.  Be sure to 
read all pertinent CMPL_xxx.DOC files for your platform and compiler.


3.0   CONFIGURING POV-Ray SOURCE

Every platform has a header file "config.h" that is generally in the platform 
specific directory but may be in the compiler specific directory.  Some 
platforms have multiple versions of this file and you may need to copy or 
rename it as config.h.  This file is #included in every module of POV- Ray.  It 
contains any prototypes, macros or other definitions that may be needed in the 
generic parts of POV-Ray but must be customized for a particular platform or 
compiler.

For example different operating systems use different characters as a separator 
between directories and file names.  MS-Dos uses back slash, Unix a front 
slash, or Mac a colon.  The config.h file for MS-Dos and Windows contains the 
following:

  #define FILENAME_SEPARATOR '\\'

which tells the generic part of POV-Ray to use a back slash.  

Every customization that the generic part of the code needs has a default 
setting in the file SOURCE\FRAME.H which is also included in every module after 
config.h.  The frame.h header contains many groups of defines such as this:

  #ifndef FILENAME_SEPARATOR
  #define FILENAME_SEPARATOR '/'
  #endif

which basically says "if we didn't define this previously in config.h then 
here's a default value."  See frame.h to see what other values you might wish 
to configure.  

If any of the definitions are used to specify platform specific functions, you 
should also include a prototype for that function.  For example the file 
source\msdos\config.h not only contains the macro:

 #define POV_DISPLAY_INIT(w,h) MSDOS_Display_Init ((w), (h));

to define the name of the graphics display initialization function, it contains 
the prototype:

 void MSDOS_Display_Init (int w, int h);

If you plan to port POV-Ray to an unsupported platform, you should probably 
start with the simplest, non-display generic Unix version.  Then add new custom 
pieces via the config.h file.


4.0   CONCLUSION

We understand that this file is only the most trivial first steps but half the 
fun of working on POV-Ray source is digging in and figuring it out on your own.  
That's how the POV-Ray Team members got started.  We've tried to make the code 
as clear as we can.

Be sure to read the CMPL_xxx.DOC files in your platform specific and compiler 
specific directories for some more minor help if you are working on a supported 
platform or compiler.

Good luck!

