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@@ -41,8 +41,8 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
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- Linux: cmake_gcc.sh or cmake_eclipse.sh,\n
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- Linux: cmake_gcc.sh or cmake_eclipse.sh,\n
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- Mac OS X: cmake_gcc.sh or cmake_macosx.sh.\n\n
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- Mac OS X: cmake_gcc.sh or cmake_macosx.sh.\n\n
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-# For Visual Studio, open Urho3D.sln and build the configuration(s) you like.\n
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-# For Visual Studio, open Urho3D.sln and build the configuration(s) you like.\n
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-For Eclipse, import the Eclipse's project generated by CMake into the workspace as a general project. The Eclipse's project is generated in "Build" sub-directory. See "Importing existing projects" in Eclipse Help for detail steps. Select "Build All" or "Build Project" in the menu. Note that Eclipse requires CDT plugin to build C/C++ project.\n
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-For GCC, execute make in the "Build" sub-directory (by default, cmake_gcc.sh specifies to make a RelWithDebInfo build).\n
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+For Eclipse, import the Eclipse's project generated by CMake into the workspace as a general project. Note that Eclipse requires CDT plugin to build C/C++ project.\n
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+For GCC, execute make in the "Build" sub-directory (by default, cmake_gcc.sh specifies to make a Release build).\n
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For Xcode, open Urho3D.xcodeproj and build.
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For Xcode, open Urho3D.xcodeproj and build.
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On Windows, using other compilers than Visual Studio is not officially supported. MinGW may work (cmake -G "MinGW Makefiles"), but may lack required DirectX headers. They can be copied to a MinGW installation from the following package: http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz.\n
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On Windows, using other compilers than Visual Studio is not officially supported. MinGW may work (cmake -G "MinGW Makefiles"), but may lack required DirectX headers. They can be copied to a MinGW installation from the following package: http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz.\n
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