ABOUT THE OPENEXR LIBRARIES ---------------------------- Half is a class that encapsulates our 16-bit floating-point format. IlmImf is our "EXR" file format for storing 16-bit FP images. Imath is a math library. IlmImf only uses a subset of it, but we're releasing the full library because it's easier for us to maintain, and we think it'll be useful to others. Iex is an exception-handling library. Documentation on all of these libraries is incomplete. See the .h files for API details. Most of the interfaces are well-documented from a programmer's perspective. See the IlmImfExamples directory for some code that demonstrates how to use the IlmImf library to read and write OpenEXR files. The doc directory contains some high-level documentation and history about the OpenEXR format. If you have questions about using the OpenEXR libraries, you may want to join our developer mailing list. See http://www.openexr.com for details. LICENSE ------- The OpenEXR source code distribution is free software. See the file named COPYING (included in this distribution) for details. WHAT'S INCLUDED --------------- Besides the core OpenEXR libraries, the release includes several utilities for reading, writing, viewing, and manipulating OpenEXR images. These include: * exrdisplay, an image viewer. * exrheader, a utility for dumping header information. * exrstdattr, a utility for modifying OpenEXR standard attributes. * exrmaketiled, for generating tiled and rip/mipmapped images. * exrenvmap, for creating OpenEXR environment maps. * exrmakepreview, for creating preview images for OpenEXR files. exrdisplay requires FLTK 1.1 or greater and OpenGL. exrdisplay now supports fragment shaders if you have the Nvidia Cg SDK and a graphics card capable of running fp30 profile fragment shaders. See exrdisplay/README for details. We have also released an OpenEXR display driver for Renderman, a file I/O plugin for Shake, and a file I/O plugin for Adobe Photoshop (on both Windows and MacOS). These are packaged separately. Go to http://www.openexr.com to download them. BUILDING OPENEXR ---------------- To build OpenEXR on GNU/Linux or other UNIX-like systems, do: ./configure make make install If you have the Nvidia Cg SDK and you want to build support for fragment shaders into exrdisplay, specify the path to the SDK using the "--with-nvsdk-prefix" flag. See README.OSX for details on building OpenEXR in MacOS X. Do 'make check' to run confidence tests. See the INSTALL file for more details or try "./configure --help". Other UNIX variants haven't been tested, but should be easy to build. Let us know if you're having problems porting OpenEXR to a particular platform. See below for platform-specific notes. All include files needed to use the OpenEXR libraries are installed in the OpenEXR subdirectory of the install prefix, e.g. /usr/local/include/OpenEXR. To build OpenEXR on Windows NT or greater, you have a few choices: * Use Cygwin and the 'configure' script, see above. * Use Visual Studio .NET 2003 (version 7.1) with Microsoft's C++ compiler. See README.win32 for details.