-------------------------------------------------------------------------------
 H O W   T O   B U I L D
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  Since v0.2 VSXu uses cmake. If you are unfamiliar with cmake, it's a Makefile
  generator much like automake.
  
  For backwards compatibility VSXu supports ./configure.
  
  A typical build looks like this:
  
    ./configure
    make
    sudo make install

    Then you can run the following programs:
      vsxu_artiste 
    and 
      vsxu_player
    with pulseaudio recording support for audio visualization.
    (for more sound input options see the section "Sound Inputs")
  
  Another typical build looks like this:
  
    ./configure --prefix=/home/user/bin/vsxu
    make
    make install
  
  VSXu will install the following:
  - vsxu_engine.so                 (into /usr/lib)
  - vsxu_engine_graphics.so        (into /usr/lib)
  - example files,
    gui skins,
    visualization projects         (into /usr/share/vsxu)
    
  The default build aims to installs vsxu as a standalone visualization program
  using pulseaudio (FMOD on windows). This should be OK for most distros since
  FMOD isn't free software.
  
  However VSXu can be built in many ways for a few different purpouses so please
  review your options.

-------------------------------------------------------------------------------
A D V A N C E D   B U I L D   O P T I O N S
-------------------------------------------------------------------------------

  You can bypass the configure script (it's only for the people not reading this
  file anyway).
  
  The concept is this:
  instead of "./configure", 
  run 
  "cmake . -DFLAG1=VALUE1 -DFLAG2=VALUE2..."
  
  Full list of build flags:
  
    -DCMAKE_INSTALL_PREFIX="/path/to/install/dir"
      sets installation path

    -DVSXU_STATIC=1
      build the engine static, with engine_graphics and all modules compiled in

    -DENGINE_SCRIPTING=1
      enables vsxl/gamemonkey (the scripting language in the engine)

    -DVSXU_DEBUG=1
      enables debug log/syslog messages and 
      enables debug symbols

    -DVSXU_SOUND_FMOD=1
      see next section

    -DVSXU_SOUND_MEDIA_PLAYER=1
      see next section

    -DVSXU_OPENGL_ES_2_0=1
      use opengl es 2.0 instead of regular opengl

    -DVSXU_MEEGO=1
      compile for meego

    -DOPTIMIZATION_FLAGS=1
      enable a lot of optimization flags (see cmake_globals.txt for info)


Examples:
  This is my test/debug-it-all command:
    cmake . -DVSXU_DEBUG=1 -DENGINE_SCRIPTING=1 -DCMAKE_INSTALL_PREFIX="/home/jaw/bin/vsxu_debug"

  This is my personal installation for demo making:
    cmake . -DVSXU_SOUND_FMOD=1 -DCMAKE_INSTALL_PREFIX="/home/jaw/bin/vsxu"

  This is my default personal installation:
    cmake . -DOPTIMIZATION_FLAGS=1 -DCMAKE_INSTALL_PREFIX="/home/jaw/bin/vsxu_0.3.0"

  For visualization (with pulseaudio) on Linux:
    cmake . -DCMAKE_INSTALL_PREFIX="/home/jaw/bin/vsxupulse"

  For debugging static opengles (for phones etc)
    cmake . -DCMAKE_INSTALL_PREFIX="/home/jaw/bin/vsxu_static_debug" -DVSXU_DEBUG=1 -DVSXU_OPENGL_ES_2_0=1 -DVSXU_STATIC=1
	
  On Windows:
    cmake -G "MinGW Makefiles" -DCMAKE_INCLUDE_PATH="C:/MingW/include" -DCMAKE_LIBRARY_PATH="C:/Mingw/lib" ../vsxu
    cmake . -G "MinGW Makefiles" -DVSXU_DEBUG=1

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 S O U N D    I N P U T S
-------------------------------------------------------------------------------

  The default (on linux) is to build the pulseaudio listener.
  On Windows the FMOD module.

  You can currently only use ONE sound module, if you build+install multiple ones
  you get conflicts and only the first will be loaded by the engine.

  Optional scenario #1:
    If You want an mp3/xm/it/ogg-playing standalone vsxu artiste to run presentations
    or other advanced projects you should use the VSXU_SOUND_FMOD flag. It builds
   
  Options scenario #2:
    You want to integrate vsxu into your media player or other project and you want
    to feed vsxu with your own sound data. Then VSXU_SOUND_MEDIA_PLAYER is for you.
