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@@ -139,6 +139,8 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
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Note that Eclipse requires CDT plugin to build C/C++ project. When using generator backed by Unix Makefiles, you can also execute make command directly in the build tree to build the project.
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+On Windows platform Urho3D can use either Direct3D 9 (default), Direct3D 11 or OpenGL rendering. Other platforms always use OpenGL. Use the CMake options "-DURHO3D_D3D11=1" or "-DURHO3D_OPENGL=1" to choose the non-default APIs.
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If using MinGW to compile, DirectX headers may need to be acquired separately. They can be copied to the MinGW installation eg. from the following package: http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz These will be missing some of the headers related to shader compilation, so a MinGW build will use OpenGL by default. To build in Direct3D mode, the MinGW-w64 port is necessary: http://mingw-w64.sourceforge.net/. Using it, Direct3D can be enabled with the "-DURHO3D_OPENGL=0" build option.
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After the build is complete, the programs can be run from the bin subdirectory in the build tree. These include the Urho3D player application, which can run application scripts, the tools, and C++ sample applications if they have been enabled. Unless your build tree location is also the same as the Urho3D project source tree, in order to run the Urho3D executables successfully, you must do one of the following first:
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@@ -273,7 +275,7 @@ The prerequisites are Doxygen and Graphviz. Tools to dump the \ref ScriptAPI "An
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When building for Direct3D9 with the Windows 8 SDK (Visual Studio 2012+), copy d3dcompiler_46.dll from "C:\Program Files (x86)\Windows Kits\8.0\bin\x86" to build tree's "bin" directory so that Urho3D executables will run correctly. When building for Direct3D11, copy d3dcompiler_47.dll from "C:\Program Files (x86)\Windows Kits\8.1\bin\x86" to the "bin" directory. In both cases, if compiling Urho3D as 64-bit, copy from the "bin\x64" directory instead.
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-Note that you can also force an OpenGL mode build on Windows platform by using the "URHO3D_OPENGL" build option in the table above; OpenGL does not depend on a separate shader compiler DLL.
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+OpenGL does not depend on a separate shader compiler DLL.
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\page Running Running Urho3D player application
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