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@@ -100,8 +100,8 @@ cmake_vs2008.bat or cmake_vs2010.bat on Windows, and cmake_gcc.sh on Linux and
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Mac OS X.
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2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
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-For gcc, execute make (by default, cmake_gcc.sh specifies to make a Release
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-build.)
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+For gcc, execute make (by default, cmake_gcc.sh specifies to make a
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+RelWithDebInfo build.)
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The build process will also compile models and shaders from the Source_Asset
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directory into Bin/Data/Models & Bin/Data/Shaders. On Windows & Direct3D9,
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@@ -115,10 +115,10 @@ After the build is complete, the programs can be run from the Bin directory.
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To run Urho3D from the Visual Studio debugger, set it as a startup project and
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enter its relative path and filename into Properties -> Debugging -> Command:
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-..\Bin\Urho3D.exe or ..\Bin\Urho3D_d.exe. Additionally, entering -w into
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-Debugging -> Command Arguments is highly recommended. This enables startup in
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-windowed mode: without it running into an exception or breakpoint will be
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-obnoxious as the mouse cursor will most probably be hidden.
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+..\Bin\Urho3D.exe. Additionally, entering -w into Debugging -> Command
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+Arguments is highly recommended. This enables startup in windowed mode:
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+without it running into an exception or breakpoint will be obnoxious as the
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+mouse cursor will likely be hidden.
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To actually make Urho3D.exe 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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