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make sure you have OpenGL installed on your system. if you use Windows 98 or Windows NT 4.0 you already have it.
if you have an early version of Windows 95 (unlikely), you may need to download it from www.opengl.org
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download and install the BMRT rendering engine from www.bmrt.org ...
remember that if you use K-3D (and thus BMRT) for commercial endeavors, you'll need to pay a (very reasonable) licensing fee
to the good folks at Blue Moon Rendering Tools ... instructions are included in the BMRT distribution. add the BMRT bin directory
to your PATH:
set PATH=%PATH%;c:\BMRT2.5\bin
create a SHADERS environment variable that points to the BMRT shaders directory:
set SHADERS=c:\BMRT2.5\shaders
if you are uncomfortable using non-free software such as BMRT, please consider helping other free-software rendering engines become
Renderman Interface compatible ... an RI pipeline to POVRay would be nice, and the
GMAN project could undoubtedly use your help.
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get the GTK+ distribution for Win32 from user.sgic.fi/~tml/gimp/win32.
you'll need several files: glib-dev-19991218.zip, gtk+-dev-20000104.zip, and extralibs-dev-19991218.zip, or any more recent
equivalents. use an archiving utility to unzip the files into a directory on your hard drive, for example, c:\src.
after extracting the archive, you will need to copy the following files from the archive to your
c:\windows\system directory (Windows 95/98) or your c:\winnt\system32 directory (Windows NT):
c:\src\glib\glib-1.3.dll
c:\src\glib\gmodule-1.3.dll
c:\src\glib\gthread-1.3.dll
c:\src\gtk+\gdk\gdk-1.3.dll
c:\src\gtk+\gtk\gtk-1.3.dll
c:\src\intl\gnu-intl.dll
c:\src\pthreads-snap-1999-05-30\pthread.dll
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get the K-3D distribution from the downloads page.
install it in a directory on your hard drive, for example, c:\src. whether you are downloading source snapshots or using CVS,
make sure you obtain the regex source.
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using Microsoft Visual C++, open the k3d.dsw workspace from the K-3D \projects\k3d directory.
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open the MSVC Options dialog from the Tools menu. go to the Directories tab. add the following paths to the beginning of the list of include paths
(these examples assume you installed everything in c:\src). Important! you need to make sure that these file paths
come before the standard MSVC include paths. there is at least one include file in the libraries that clashes with the Microsoft
headers; placing these directories first will ensure that the correct header file is included at compile-time.
c:\src\regex
c:\src\glib
c:\src\glib\gmodule
c:\src\gtk+
c:\src\gtk+\gdk
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in the MSVC Options dialog, add the following library file paths (again, assuming that you used c:\src for your installation):
c:\src\glib
c:\src\gtk+\gdk
c:\src\gtk+\gtk
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select "k3d" as the active project and build all.
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if you want to build experimental (unstable) K-3D features, select "experimentallib" as the active project and build.
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you need to add the directory containing the k3d executables (k3d, sdpslparse, renderjob, & renderframe) to your path:
set PATH=%PATH%;c:\src\projects\k3d\k3d\debug
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run K-3D from the Build menu.