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@@ -114,9 +114,9 @@ successfully:
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libx11-dev, libxrandr-dev, libasound2-dev on Debian-based distros;
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libX11-devel, libXrandr-devel, alsa-lib-devel on RedHat-based distros.
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Also install the package libgl1-mesa-dev (Debian) or mesa-libGL-devel (RH)
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- if your GPU driver does not include OpenGL headers & libs. Building as 32-bit on
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- a 64-bit system requires installing also the 32-bit versions of the development
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- libraries.
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+ if your GPU driver does not include OpenGL headers & libs. Building as 32-bit
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+ on a 64-bit system requires installing also the 32-bit versions of the
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+ development libraries.
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- For Raspberry Pi, the following development packages need to be installed:
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libraspberrypi0, libraspberrypi-dev, libasound2-dev on Raspbian;
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@@ -163,13 +163,14 @@ process has two steps:
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Linux: cmake_gcc.sh or cmake_eclipse.sh,
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Mac OS X: cmake_gcc.sh or cmake_macosx.sh.
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-2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
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+2) For Visual Studio, open Urho3D.sln from the Build directory and build the
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+ configuration(s) you like.
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For Eclipse, import the Eclipse's project generated by CMake into
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the workspace as a general project. Note that Eclipse requires CDT plugin to
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build C/C++ project.
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- For GCC, execute make in the "Build" sub-directory (by default, cmake_gcc.sh
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+ For GCC, execute make in the Build directory (by default, cmake_gcc.sh
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specifies to make a Release build).
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For Xcode, open Urho3D.xcodeproj and build.
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@@ -184,13 +185,13 @@ scripts, the tools, and C++ sample applications if they have been enabled.
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To run the Urho3D application from the Visual Studio debugger, set the Urho3D
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project as the startup project and enter its relative path and filename into
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-Properties -> Debugging -> Command: ..\..\Bin\Urho3D.exe. Additionally, entering
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--w into Debugging -> Command Arguments is highly recommended. This enables
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-startup in windowed mode: without it running into an exception or breakpoint
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-will be obnoxious as the mouse cursor will likely be hidden. To actually make
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-the Urho3D application do something useful, it must be supplied with the name of
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-the script file it should load and run. You can try for example the following
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-arguments: Scripts/NinjaSnowWar.as -w
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+Properties -> Debugging -> Command: ..\..\..\Bin\Urho3D.exe. Additionally,
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+entering -w into Debugging -> Command Arguments is highly recommended. This
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+enables startup in windowed mode: without it running into an exception or break-
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+point will be obnoxious as the mouse cursor will likely be hidden. To actually
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+make the Urho3D application do something useful, it must be supplied with the
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+name of the script file it should load and run. You can try for example the
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+following arguments: Scripts/NinjaSnowWar.as -w
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To run from Eclipse on Linux, locate and select the Urho3D executable in the
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Project Explorer. From the menu, choose "Run Configurations" to create a new
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@@ -207,19 +208,19 @@ Android build process
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---------------------
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First, if you are building under Windows platform, copy Bin/Data and Bin/CoreData
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-directories to the Android/assets directory (you can use the provided batch file
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-CopyData.bat). This step is not necessary for non-Windows platform because the
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-build script uses symbolic links for platforms that support it.
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+directories to the Source/Android/assets directory (you can use the provided
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+batch file CopyData.bat). This step is not necessary for non-Windows platform
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+because the build script uses symbolic links for platforms that support it.
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-Set the ANDROID_NDK environment variable to point to your Android NDK. On Windows,
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-ensure that make.exe from the Android NDK is included in the path and is executable
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-from the command line.
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+Set the ANDROID_NDK environment variable to point to your Android NDK. On
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+Windows, ensure that make.exe from the Android NDK is included in the path and
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+is executable from the command line.
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-On Windows, execute cmake_android.bat then go to the Android directory and execute
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-the following commands. On OS X or Linux, execute cmake_gcc.sh (the ANDROID_NDK
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-environment variable distinguishes from a normal desktop build) then go to the
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-android-Build directory (which is a GCC out-of-source build) and execute the
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-following commands.
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+On Windows, execute cmake_android.bat then go to the Source/Android directory
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+and execute the following commands. On OS X or Linux, execute cmake_gcc.sh (the
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+ANDROID_NDK environment variable distinguishes from a normal desktop build) then
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+go to the android-Build directory (which is a GCC out-of-source build) and execute
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+the following commands.
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- android update project -p . -t 1 (only needed on the first time,
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replace '-t 1' with desired target-id)
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@@ -228,8 +229,8 @@ following commands.
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- ant debug
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After the commands finish successfully, the APK should have been generated to the
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-Android/bin directory, from where it can be installed on a device or an emulator.
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-The command "ant installd" can be used for this.
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+build's "bin" subdirectory, from where it can be installed on a device or an
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+emulator. The command "ant installd" can be used for this.
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For a release build, use the "ant release" command instead of "ant debug" and
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follow the Android SDK instructions on how to sign your APK properly.
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