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Updated the encoder README.md
Moved the encoder build instructions to the wiki.

Darryl Gough 12 years ago
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2fc60974ae
1 changed files with 3 additions and 49 deletions
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      tools/encoder/README.md

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tools/encoder/README.md

@@ -26,60 +26,14 @@ Note: On Linux Ubuntu 12 (64-bit), you must first install the required 32-bit li
 `sudo apt-get install ia32-libs`
 
 ## Building gameplay-encoder
-The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux Ubuntu 12 (32-bit) in the 'bin' folder.
-However, to build the gameplay-encoder yourself just open either the 
-Visual Studio 2010 project "gameplay-encoder.vccproj" on Windows 7 or
-XCode project "gameplay-encoder.xcodeproj" on MacOSX.
-Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake .. from build then make.
 
-### Building with FBX Support on Windows 7 using Visual Studio 2010
-- Download and install the FBX SDK for Window VS2010. (http://www.autodesk.com/fbx)
-- Edit the project properties of "gameplay-encoder" for Debug
-- Add Preprocessor Definition "USE_FBX" (C++/Preprocessor)
-- Add the FBX SDK include directory to Additional Include Directories (C++/General)
-  * Example: C:/Program Files/Autodesk/FBX/FBX SDK/2013.3/include
-- Add the FBX lib directory to the Additional Library Directories (Linker/General)
-  * Example: C:/Program Files/Autodesk/FBX/FBX SDK/2013.3/lib/vs2010/x86
-- Add "fbxsdk-2013.3-md.lib"(Release) to the Additional Dependencies (Linker/Input)
-  * Example: fbxsdk-2013.3-md.lib
-- Build gameplay-encoder
-
-### Building with FBX Support on MacOS X using XCode 4
-- Download and install the FBX SDK for MacOS X (http://www.autodesk.com/fbx)
-- Edit the project properties of target "gameplay-encoder".
-- Add Preprocessor Macro "USE_FBX" to both Debug/Release sections. (Build Settings)
-- Add the FBX include directory to Header Search Paths: (Build Settings)
-  * Example: "/Applications/Autodesk/FBX SDK/2013.3/include" (Use quotes due to additional space in path)
-- Add the FBX library and dependency Library/Frameworks: (Build Phases -> Link Binary with Libraries)
-  * Example: /Applications/Autodesk/FBX SDK/2013.3/lib/gcc4/ub/libfbxsdk-2013.3-static.a  (Add Other)
-- Build gameplay-encoder
-
-### Building with FBX Support on Linux Ubuntu 12 (32-bit) using CMake
-- Download and install the FBX SDK for MacOS X (http://www.autodesk.com/fbx)
-- Edit the gameplay-encoder/CMakeLists.txt adding the following:
-- Add the FBX include directory to Header Search Paths: (Build Settings)
-  * Example: /usr/include/fbxsdk
-- Add Preprocessor Macro to the add"-DUSE_FBX" to the end of the add_definitions(...) section of the CMakeLists.txt
-- Add the FBX library path to the link_directories(...) section of the CMakeLists.txt
-  * Example: /usr/lib/gcc4
-- Add the FBX library to the set(APP_LIBRARIES {...} )
-  * Example: fbxsdk-2013.3-static
-- Add the FBX library to the library to the add_definitions(-l...) section of the CMakeLists.txt
-  * Example -lfbxsdk-2013.3-static
-- Build gameplay-encoder by uncommenting the last line in the gameplay/CMakeLists.txt and running the CMake build via:
-
-```
-mkdir build
-cd build
-cmake ..
-make
- ```
+See [Building gameplay-encoder](https://github.com/blackberry/GamePlay/wiki/Building-gameplay-encoder) on the wiki.
 
 ## Bundle File Format
-The gameplay bundle file format is well defined in the gameplay-encoder/gameplay-bundle.txt file.
+The gameplay bundle file format is defined in the [tools/encoder/gameplay-bundle.txt](gameplay-bundle.txt) file.
 
 ## Bundle File Loading
-Bundle files can easily be loaded using the gameplay/Bundle.h which is part of the gameplay runtime framework.
+Bundle files can easily be loaded using the `gameplay/Bundle.h` which is part of the gameplay runtime framework.
 
 ## Disclaimer
 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,