IlmBase is one of five software packages that were designed to work
together: IlmBase, OpenEXR, OpenEXR_Viewers, CTL and OpenEXR_CTL.
You may want to build Imath by itself, or together with one or more
of the other packages.

What follows are instructions for building all five packages.
If you want to build only IlmBase, stop after step 1.

A couple of notes before getting started:

- This is not the only way to do this. This document describes a path
that doesn't involve installing libraries into default system paths,
but rather, creates a standalone universe.
- Some of these steps may be a bit redundant, and will be optimized in
the future.
- The Debug versions of the libraries and tools are not required if
you are not going to be doing any debugging, and can be optionally
built.

The source will build under both Visual Studio versions 7 and 8, and 
there are separate directories for the corresponding build files.  The
tag <vc7|8> is used in this document to describe the appropriate folder
in the path that corresponds to your the version of Visual Studio.

The Visual Studio project files assume, and help build out, a directory
called "Deploy".   In the end, this directory will contain the objects
that might then be moved away from the source for general running of the
compiled programs.  The directory structure at the end of compiling all
the related tools looks like this:

Deploy
  include
  lib
    Debug
    Release
  bin
    Debug
    Release
openexr-cvs (name as desired)
  IlmBase
  OpenEXR
  OpenEXR_Viewers
ctl-cvs (name as desired)
  CTL
  OpenEXR_CTL
fltk
  FL
  GL
  lib
nvidia
  include
    GL
    glh
  lib

If OpenEXR_Viewers is not being compiled, then fltk and nvidia will
not be needed, but that will be covered later.

Step 1. Compile IlmBase

  a. Point Visual Studio at the .sln file in vc\<vc7|8>\IlmBase in the
  IlmBase subdirectory

  b. Select the Release configuration and hit Build Solution.  This
  will create the Deploy directory, and copy the relevant parts to it.

  c. If the debug versions are desired, select the Debug configuration
  and hit Build Solution.  This will add the Debug directories to Deploy.

Step 2. Compile OpenEXR support

  a. Retrieve the zlib binaries. The project files are set up to link
     against the dll version of zlib, but can easily be changed to link
     against a static version, or a self-built version if desired.

    1. Go to http://www.zlib.net and download the precompiled DLL
       version of zlib (as of writing, zlib123-dll.zip)

    2. If you don't wish to put the files into your MS visual studio
       directories and install the dll into windows\system32:

        a. Put a copy of zlib1.dll into Deploy\bin\Release and
           Deploy\bin\Debug

        b. Copy the header files into Deploy\include

        c. Copy zdll.lib and zdll.exp into Deploy\lib\Release and
           Deploy\lib\Debug

  b. Open the Visual Studio project in OpenEXR\vc\<vc7|8>\OpenEXR.

  c. Select the Release configuration and build. The IlmImfTest
     program runs a confidence test of your build to make sure
     it is able to work, and may take some time to complete.

  d. Optionally select the Debug configuration and build.

Step 3. Compile CTL support

  a. Open the Visual Studio project in CTL\vc\<vc7|8>\CTL.

  b. Select the Release configuration and build. The IlmCtlTest
     program runs a confidence test of your build to make sure it is
     able to work, and may take some time to complete.

  c. Optionally select the Debug configuration and build.

Step 4. Compile OpenEXR_CTL support

  a. Open the Visual Studio project in OpenEXR_CTL\vc\<vc7|8>\OpenEXR_CTL.

  b. Select the Release configuration and build.

  c. Optionally select the Debug configuration and build.

Step 5. Compile OpenEXR_Viewers

  a. Open the appropriate Visual Studio project in 
     OpenEXR_Viewers\vc\<vc7|8>\OpenEXR_Viewers depending on whether or not
     you want CTL support.

  b. exrdisplay requires fltk to work.

    1. Go to http://www.fltk.org and download fltk 1.1.7

    2. Open its project files and compile using the instructions they
       provide.

    3. Create the fltk directory at the top level of your directory
       structure as presented above and copy the FL, GL, and lib folders
       into the fltk directory

    4. exrdisplay links fltk statically, so no dll is needed.

  c. playexr requires the nvidia cg library as well as glut and glew.

    1. Setup the cg toolkit

      a. Go to http://developer.nvidia.com, the developer section and
         download the cg toolkit, version 1.5, and install it.  The path
         where you choose to install Cg is referred to by the
         <Cg install location> tag in the steps below.
 
      b. During the installation, if the integrate with visual studio
         option is selected, the header files will be automatically found.
         Otherwise, copy the directory <Cg install location>\Cg\include\Cg
         to Deploy\include\Cg

      b. Copy the cg.dll and cgGL.dll from the <Cg install location>\Cg\bin
         into Deploy\bin\Release and Deploy\bin\Debug, or otherwise make
         them available (put them in system32, add to path, etc.)

      c. Copy the cg.lib and cgGL.lib from <Cg install location>\Cg\lib
         into Deploy\lib\Release and Deploy\lib\Debug

    2. Make glut available. This can be done via several mechanisms. 
       See step 4 below.

    3. Make glew available. This can be done via several mechanisms.
       http://glew.sourceforge.net is the master site for this
       library. See step 4 below.

    4. nVidia makes both glut and glew available in their SDK package,
       which is a fairly large download, but provides a wealth of other
       information on programming for the GPU, and is generally a useful
       package, so that is the path chosen for this set up.

      a. Go to http://developer.nvidia.com and download version 10 of the
         SDK and install it.  It will prompt you to install the Cg toolkit,
         but this is not necessary as it was handled in step 1.  The path
         where you choose to install the SDK is referred to by the
         <SDK install location> tag in the steps below.

      b. Make an nvidia folder at the top level, with an include and
         lib folder inside it.  Inside the lib folder, make Debug and
         Release folders.

      c. Copy the <SDK install location>\external\include\GL directory into 
         nvidia\include the GL and glh folders into nvidia\include.

      d. Copy the glew headers in <SDK install location>\common\GLEW\include\GL
         into nvidia\include\GL.

      e. Copy <SDK install location>\common\GLEW\lib\glew32.lib and 
         <SDK install location>\external\lib\glut32.lib into Deploy\bin\Release.

      f. Copy bin\glut32.dll and bin\glew32.dll into Deploy\bin\Release.

  d. Build the Release configuration of the OpenEXR_Viewers.

  e. Build the Debug configuration if desired.


At this point, the Deploy folder should be fully built out and ready
to be used.  Both exrdisplay and playexr are meant to be launched from
the command line, as they originated as unix commands, so open a command
prompt, cd to the Deploy\bin\Release folder and enjoy.
