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@@ -22,6 +22,8 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
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The build process will also compile models and shaders from the Source_Asset directory into Bin/Data/Models & Bin/Data/Shaders. After the build is complete, the programs can be run from the Bin directory.
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+When using Xcode on Mac OS X, select Project -> %Set Active Architecture -> i386 before building. Compiling Urho3D as 64-bit is not supported.
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To run Urho3D from the Visual Studio debugger, set it as a startup project and enter its relative path and filename into Properties -> Debugging -> Command: ..\Bin\Urho3D.exe or ..\Bin\Urho3D_d.exe. Additionally, entering -w into Debugging -> Command Arguments is highly recommended. This enables startup in windowed mode: without it running into an exception or breakpoint will be obnoxious as the mouse cursor will most probably be hidden.
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To actually make Urho3D.exe do something useful, it must be supplied with the name of the script file it should load and run. You can try for example the following arguments: Scripts/TestScene.as -w
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