
Kludge3d - 3d modeler released by Andrew Sampson (ads4260@rit.edu)

homepage: kludge3d.sourceforge.net

Kludge3d is a simple 3d polygonal modeler, based on code harvested from 
several other (presumably abandoned) projects.  Kludge3d is released under 
the GPL, and requires GTK2 and gtkglext to work.

What it does:

- loads and saves 3d models in several formats, including AC3d, Wavefront,
  3ds (load only), Quake2 MD2 (load only), and Quake2 .map (save only).
  
- creates vertices and polygons.  No NURBS, splines, etc.

- organizes polygon meshes into a tree heirarchy

- applies textures to the meshes.

Kludge3d, as the name implies, is a kludge.  An ugly hack.  It will never 
be the next 3d Studio MAX, or even the next Milkshape.  I set out to fashion
a usable GPL'ed level modeler, similar to AC3d, for creating game levels.
Rather than re-invent the wheel, I based my efforts on several existing
editors, and kludge3d is the result.  I hope you will find it useful.

Compilation instructions can be found in the INSTALL file.
The INSTALL file also has info on the ~/.kludge3d directory.
Usage instructions can be found on the kludge3d web page.

A NOTE FOR THOSE USING 3dfx CARDS:
If, like me, you're using a 3dfx card (such as the voodoo3, 4, or 5), then 
you might run into problems using kludge3d.  Apparently, the DRI drivers for 
the 3dfx cards suck, and won't allow a single application to open more than 
one OpenGL surface at a time.  Multiple OpenGL applications can run 
simultaneously, but a single application can open only one OpenGL window.  The 
problem manifests itself as tootie-fruitie rainbow colors on all of the model 
geometry, rather than the expected colors.  You can "fix" the problem by 
falling back on software mode; run the following shell commands 
(bash-specific, csh users are on their own) to do so:
	export LIBGL_ALWAYS_INDIRECT=1
	kludge3d


Creds:

In writing kludge3d, I took code from the following projects:

   - G3D by Blake Hegerle
        http://condor.stcloudstate.edu/~hebl9901/g3d 
        laertes@stab.gemma.com
   - ME3D by Sam Revitch 
        http://www.cs.washington.edu/homes/samr7/me3d 
        samr7@cs.washington.edu
   - Orbit (space sim), which, in turn, took the code from ac_to_gl
        
Most of the interface was taken from G3D.  The opengl-preview was taken
from ME3D.  ME3D also provided the file-format-framework, and the Wavefront 
loader.  Orbit provided much of the AC3D loading code.  

Very little of either G3D or ME3D remain in the current version of kludge3d.
Most of the code has been rewritten at some point or another.  The vast 
majority of the new code was written by Andrew Sampson, with some important 
contributions from David Pinson (including the ground work for the Python 
scripting interface, and much of the GTK2 porting work).



