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*** Win32 (Microsoft Visual Studio) Platform-Specific README FILE ***

If you have not already done so, please read the all-platform introductory file, /README_FIRST.TXT, which is located in the same directory as this file.


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*** System Requirements / Installation ***

* This code distribution supports Windows 2000 and Windows XP

* The contents of the book's CDROM must be copied (keeping the hierarchy) to the local machine, as described in README_FIRST.TXT.

* The file Win32System/glut32.DLL must be copied from this book's CDROM contents into:
	* Windows XP: /Windows/System32
	* Windows 2000: /Winnt/System32

* Microsoft Visual C++ 6.0 (Service Pack 3) or Microsoft .NET (7.0 or 7.1) must be installed on the development machine.


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*** Microsoft Visual C++ 6 Specifics ***

* The code on this disc was tested with Visual C++ 6, service pack 3.  

* DSP (project) and DSW (workspace) files have been supplied for all projects, including a combined DSW for the Iv* libraries, as described below.


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*** Microsoft Visual Studio .NET Specifics ***

* The code on this disc was tested with Visual Studio .NET 2003 (version 7.1).

* This CDROM includes DSW and DSP files that were written to work with Microsoft Visual C++ 6.  However, .NET 2003 can open and convert these DSP and DSW files.  Testing has shown that all build settings and dependencies are correctly carried over to .NET 2003.

* If you are using .NET, you will need to rebuild the common Iv* libraries included on the CD, as they are built with Visual Studio 6.  This process is described below.  Be sure to set the files in common/Includes and common/Libs as writable before rebuilding.


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*** Building Libraries and Demo Applications ***

* The libraries and applications use the OpenGL GLUT system.  GLUT has been included on the CDROM in the top-level directory /gl.  All of the libraries and applications reference this directory via relative paths.  As a result, there should be no need to add any path to GLUT into your development tool settings.  However, see the note above regarding the GLUT runtime DLL.

* To build or rebuild all of the Iv* libraries in a single operation, open the "common" workspace:

	/common/Common.dsw

and build all of the projects contained in it (IvCollision, IvCurves, IvEngine, IvMath, IvScene and IvUtility).  The Batch Build option in Visual C++ is useful for this.  The projects may be compiled in any order.  Both release and debugging versions of the builds are supported.

* To build a single Iv* library (such as IvMath), either select and build the project from within the Common workspace described above, or open the DSP for that library (e.g. /common/IvMath/IvMath.dsp) and build the project. 

* The library DSPs (and, by inclusion, the Common.dsw workspace as well) copy that library's header files to /common/Includes at the end of compilation.  In addition, the library itself is built to the /common/Libs subdirectory that matches the build configuration (Win32Release or Win32Debug).  However, the libraries themselves reference other Iv library headers directly from that library's source directory.  As a result, the libraries may be built in any order.

* To build any of the demo applications open the DSW for that particular application from the matching chapter and demo subdirectory of /Examples.  For example, the first demo for Chapter 3 may be found in:

	/Examples/Ch03-Xforms/Transforms-01-Interaction/Example.dsw

* Each demo application DSW file includes the project files for any Iv libraries upon which the demo depends.  This allows for easy rebuilding of the necessary libraries, as well as making it easier to step through engine code as desired when working with the demos.


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*** Running Demo Applications ***

* The demos may be run from the Microsoft development environment, or may be run directly by double-clicking on their executable files.  The demo executables are built into the same directory as the demo's DSP/DSW files.  The release executable is Example.exe, and the debug executable is ExampleD.exe.

* Some of the demos have no data files and may thus be run from any location.  However, numerous demos use local data files in the current directory.  As a result, it is best to run the demos from the directory to which they were built.


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