The Demo In a Nutshell:
----------------------

An OpenGL demo of a free floating camera moving about a scene with warping
terrain, multipass lighting, a star filled sky, and a translucent minotaur.

What's in the archive:
---------------------

glutjldemo -- Uses OpenGL + GLUT to display the demo in a Window. Colour
depth is user-definable. To get a 32-bit framebuffer with this demo, simply
switch the Windows desktop to 32-bit colour. It runs fine in 16-bit colour
too. Note that this executable also requires glu32.dll (included with
Microsoft's OpenGL package.. I assume most users should have this?) and
glut32.dll (included in this archive) in addition to the regular Rendition
ICD.

w32jldemo16 -- Uses OpenGL + Win32 to display a fullscreen (800x600x16bit)
version of the demo. Yes, you need to switch the colourdepth to 16-bit if
it isn't there already (the demo takes care of resolution though). I'll see
if I can't upload another demo soon (if there's time) that uses Directdraw
to automagically set the bitdepth.

w32jldemo32 -- Like w32jldemo16 but uses 32-bit colour for substantially
improved image quality. I've had some trouble getting this to work on
a Diamond Stealth 2100 (using an older version of the Rendition ICD),
though it runs fine (SLOWLY) under software OpenGL. Your mileage may vary.

Various Other Data Files -- The art is all ~1998 by Justin Milligan
(thesade@hotmail.com). The 3d map (e1m1.m3d) is basically a converted
Myrmidon map (http://www.synapse.net/~billl/myrmidon.html). The lightmaps
were generated using a simple dos/allegro based program. If anyone
is interested in the converter or the lightmap generator, please mail me
at billl@synapse.net.

Unique features of v2x00 shown off:
----------------------------------

1) 3d in a Window. This is really nice for debugging, and is generally cool.
2) 32-bit framebuffer. The demo looks significantly better under 32-bit
colour (when compared to 16-bit colour). You can really tell the difference
with the terrain, textures, lighting.. etc.

Version History:
---------------

Jldemo1.zip -- First upload. Archive corrupt. Don't look at it, it's evil.
Jldemo2.zip -- Second upload. Fixed a few crucial linking problems.
Jldemo3.zip -- Third upload. Source code cleanup and related items.

Build Instructions:
------------------

This thing was compiled under MS VC++ v5 and was linked with Microsoft's
OpenGL32.lib. You'll also need to link Microsoft's glu32.lib and
Mark Kilgard's glut32.lib if you want the GLUT incarnation. To compile your
very own JlDemo, group the following files into a project:

(main file)
jlcamera.cpp
jldemo.cpp
jlentity.cpp
jlfile.cpp
jlmodel.cpp
jltexture.cpp
jlworld.cpp

Where (main file) is either glutmain.cpp (for GLUT jlDemo), w32main16.cpp
(for 16-bit fullscreen jldemo), or w32main32.cpp (for 32-bit fullscreen
jldemo)

Note that the supplied header files MUST be in the same directory as all
the source files for a build to succeed.

Enjoy the source. Use it for any purposes you deem fit. Expand your horizons!

Please direct all problems/questions about the source to billl@synapse.net.

Thanks:
------

Of course this demo didn't come out of a vacuum. The jlDemo source owes a
lot to the code and inspiration of previous GL/Win32 efforts. Notably Phil
Frisbie's EGLE project, the Flyby source, and Scott Franke's GL Journal
files. I've attempted to rigorously footnote wherever I've used other people's
code/ideas within the source. To the best of my knowledge, all the code here
should be free for any purpose you might desire. 

Contact Info:
------------

William Lachance
193 Holmwood Ave.
Ottawa, Ontario
k1s2p3
CANADA

E-mail: billl@synapse.net
Phone: 613-230-4470
