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Updated gamplay-encoder and gameplay-luagen for MacOSX

Sean Paul Taylor %!s(int64=13) %!d(string=hai) anos
pai
achega
3699146e57
Modificáronse 2 ficheiros con 20 adicións e 8 borrados
  1. 18 7
      gameplay-encoder/README.md
  2. 2 1
      gameplay-luagen/src/main.cpp

+ 18 - 7
gameplay-encoder/README.md

@@ -2,7 +2,7 @@
 Command-line tool for encoding games assets like true-type fonts and 3D scene files
 into a simple binary-based bundle file format for the gameplay 3D game framework runtime. 
 The 'bin' folder contains pre-built versions of the gameplay-encoder executables for 
-Windows 7, MacOS X and Linux (tested on Ubuntu 12) with support built-in support for:
+Windows 7, MacOS X and Linux Ubuntu 12 (32-bit) with support built-in support for:
 
 ## TrueType Font
 TrueType Fonts represent a standard in defining outline fonts and has become the 
@@ -19,9 +19,16 @@ Autodesk® FBX® asset exchange technology facilitates higher-fidelity data exch
 between several Autodesk content creation packages
 Autodesk® Maya®, Autodesk® 3ds Max®, Autodesk® MotionBuilder®, Autodesk® Mudbox®, and Autodesk® Softimage®
 For more information goto "http://www.autodesk.com/fbx".
+
+## Running gameplay-encoder
+Simply execute the gameplay-encoder command-line executable:
+Usage: gameplay-encoder [options] <file(s)>
+
+Note: Linux Ubuntu 12 (64-bit), you must first install the required 32-bit libs via:
+sudo apt-get install ia32-libs
 
 ## Building gameplay-encoder
-The gameplay-encoder comes pre-built for Windows 7, MacOS X and Linux x64 in the 'bin' folder.
+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.
@@ -39,8 +46,8 @@ Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake
   * Example: fbxsdk-2013.3-mdd.lib
 - Build gameplay-encoder
 
-### Building with FBX Support on Mac OS X using XCode 4.3.2+
-- Download and install the FBX SDK for Mac OS X (http://www.autodesk.com/fbx)
+### 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)
@@ -49,8 +56,8 @@ Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake
   * 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
-- Download and install the FBX SDK for Mac OS X (http://www.autodesk.com/fbx)
+### Building with FBX Support on Linux Ubuntu 12 (32-bit)
+- 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
@@ -61,7 +68,11 @@ Uncomment the root CMakeList.txt for the gameplay-encoder and run standard cmake
   * 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 via main cmake .. in build then make.
+- 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
 
 ## Bundle File Format
 The gameplay bundle file format is well defined in the gameplay-encoder/gameplay-bundle.txt file.

+ 2 - 1
gameplay-luagen/src/main.cpp

@@ -65,7 +65,8 @@ int main(int argc, char** argv)
     // Ensure the user is calling the program correctly.
     if (argc < 2 || argc > 4)
     {
-        GP_ERROR("Usage: gameplay-luagen <doxygen-xml-input-directory> [output-directory] [binding-namespace]");
+        printf("Usage: gameplay-luagen <doxygen-xml-input-directory> [output-directory] [binding-namespace]\n");
+        exit(0);
     }
 
     // Generate the bindings.