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@@ -34,10 +34,10 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
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2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like. For gcc, execute make (by default, cmake_gcc.sh specifies to make a RelWithDebInfo build.)
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-The build process will also convert models from the SourceAssets directory into Bin/Data/Models. After the build is complete, the programs can be run from the Bin directory.
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-
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When using Xcode on Mac OS X, select the i386 architecture before building. Compiling Urho3D as 64-bit is not supported.
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+After the build is complete, the programs can be run from the Bin directory.
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+
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To run from the Visual Studio debugger, set the Urho3D project as the startup project and enter its relative path and filename into Properties -> Debugging -> Command: ..\\Bin\\Urho3D.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 likely 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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@@ -46,7 +46,7 @@ To make the Urho3D examples start faster on Windows & Direct3D9 mode, run Compil
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\section Building_Android Android build process
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-First build desktop Urho3D to make sure the models from the SourceAssets directory are converted. Then copy Bin/Data and Bin/CoreData directories to the Android/assets directory. Finally execute the following commands in the Android directory:
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+First copy Bin/Data and Bin/CoreData directories to the Android/assets directory (you can use the provided batch file CopyData.bat.) Next, execute the following commands in the Android directory:
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- android update project -p . (only needed on the first time)
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- ndk-build
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@@ -64,7 +64,7 @@ By default the Android package for Urho3D is com.googlecode.urho3d. For a real a
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\section Building_Ios iOS build process
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-First build desktop Urho3D to generate the OgreImporter utility into the Bin directory. Then run cmake_ios.sh. This generates an Xcode project named Urho3D.xcodeproj.
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+Run cmake_ios.sh. This generates an Xcode project named Urho3D.xcodeproj.
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Open the Xcode project and check the properties for the Urho3D project (topmost in the Project Navigator.) In Architectures -> Base SDK, choose your iOS SDK. In Code Signing, enter your developer identity as necessary.
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