1 | QuickStart |
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2 | ---------- |
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3 | 1) Check your OS X and XCode install |
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4 | - OS X 10.2, minimum |
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5 | - Latest XCode (1.5) suggested |
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6 | - X11 SDK Install Required (for freetype2 dylib) |
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7 | 2) Retrieve the necessary external frameworks from SourceForge: |
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8 | http://sourceforge.net/project/showfiles.php?group_id=2997&package_id=101495&release_id=307256) |
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9 | |
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10 | OR |
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11 | |
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12 | Install all the frameworks yourself: |
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13 | - SDL 1.2 (http://www.libsdl.org/download-1.2.php) |
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14 | - DevIL 1.6.7 (http://openil.sourceforge.net/download.php) |
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15 | - Cg 1.2 (http://developer.nvidia.com/object/cg_toolkit_1_2.html) |
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16 | - zzip (Get the source from http://zziplib.sf.net and see the OGRE forums |
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17 | for an Xcode build file.) |
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18 | 3) Open and build Mac/XCode/Ogre/Ogre.xcode |
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19 | 4) Install the built Ogre.framework |
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20 | 5) Open and build Mac/XCode/Samples/Samples.xcode |
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21 | 6) Run samples and be happy. |
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22 | |
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23 | FAQ |
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24 | --- |
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25 | |
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26 | Q: How to I build individual samples? |
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27 | A: In Samples.xcode select an individual app as the target rather than the |
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28 | aggregate target. Build. |
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29 | |
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30 | Q: How to I run other samples? |
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31 | A: In Samples.xcode open the Run window (cmd-shift-R) and change the target |
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32 | executable in the toolbar. Run. |
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33 | |
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34 | Using the Ogre.framework in Your Applications |
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35 | --------------------------------------------- |
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36 | 1) Build the Ogre.framework |
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37 | 2) Create a new project, using the Cocoa Application template |
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38 | 3) Delete ALL the generated files from within XCode. Delete *.m, *.pch, *.nib |
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39 | 4) In you build target's Info screen (cmd+i while the target is highlighed), |
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40 | remove the Prefix Header |
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41 | 5) Add SDLMain.m and SDLMain.h to your project. These are in the |
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42 | ogrenew/Mac/XCode/Classes folder. You will probably want to copy |
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43 | these items so you may change them without affecting the originals. |
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44 | 6) Wrap your main function with: |
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45 | |
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46 | #ifdef __cplusplus |
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47 | extern "C" |
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48 | { |
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49 | #endif |
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50 | |
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51 | int main (...) |
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52 | |
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53 | #ifdef __cplusplus |
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54 | } |
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55 | #endif |
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56 | |
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57 | 7) Add the SDL and Ogre frameworks to your project in "Linked Frameworks". |
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58 | You can have these copied into your application when it is built, and then |
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59 | not have your users install these themselves. For information on how to do |
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60 | this refer to the XCode documentation. |
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61 | 8) Create the required plugins.cfg and resources.cfg files. |
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62 | You may start from the examples of these files in |
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63 | ogrenew/Mac/XCode/Samples. The plugins.cfg can probably be left as is, |
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64 | but you will want to remove the entries from resources.cfg, as they refer |
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65 | to the Sample resources. The entries in resources.cfg are relative to the |
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66 | 'Resources' group in your application. By default, it and all of its |
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67 | sub-directories are searched by Ogre. |
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68 | 9) If you have built the Ogre framework with the Development build |
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69 | style (the default), you will have to edit the Development build |
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70 | style of your Application to use the Ogre debug headers. To do this, |
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71 | set your 'OTHER_CFLAGS' and 'OTHER_CXXFLAGS' to '-DDEBUG'. |
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72 | 10) You are now ready to add your own resources and source files. |
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73 | Take a look at the Samples and the documentation on the ogre |
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74 | website for guidance. You should be able to replicate the Samples |
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75 | by adding all of the source files from the Sample to your application, |
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76 | and adding the files from Media that it uses to your Resources. |
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77 | 11) When shipping your newly built .app You should be able to put the OGRE and |
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78 | other frameworks in .app/Contents/Frameworks and they will be found and |
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79 | used at runtime. |
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