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At some point, you'll probably want to distribute your application, including people without the Crystal Space development environment.
This page is focusing on binary distribution. However, if you're distributing the source code as well, having a build system like the one created by the Jamtemplate's createproject.sh script is recommended (see section Creating an External Crystal Space Application).
That is: any executable, data and configuration file specific to your application.
Files like ‘libcrystalspace-X.Y.so’ and ‘libcrystalspace_opengl-X.Y.so’ (check for .dll instead of .so on Windows platform) provide the base for Crystal Space support.
Your application uses a number of them. You'll have to identify which ones, or provide them all if in doubt. Note that bugplug's Ctrl-Alt-l can help to check which CS plugins are loaded.
Also found in the root crystalspace build directory, this tells the VFS system how to map virtual to real directories. You will often want to replace the default with your own version that includes VFS mappings for your application. See section Virtual File System (VFS).
This directory contains configuration files for Crystal Space. Some of these, like application-specific files, are not necessary. Note that Crystal Space generally expects to find them in ‘/config/’ VFS mount point.
Your application most certainly uses some of the shaders provided with Crystal Space. The easiest is to copy them all in your application's package. They are located in ‘CS/data/shader/’. Note that Crystal Space generally expects to find them in ‘/shader/’ VFS mount point.
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