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@@ -242,14 +242,26 @@ To run from Xcode on iPhone/iPad Simulator, edit the Product Scheme to set "Run"
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\section Building_RaspberryPi Raspberry Pi build process
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-For native build on Raspberry Pi itself, use the similar process for \ref Building_Native "Native build process" described above.
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+For native build on Raspberry Pi itself, use the similar process for \ref Building_Native "Native build process" described above for Linux platform.
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-For cross-compiling build on an Linux host system, firstly set the RPI_PREFIX environment variable or build option to point to your Raspberry Pi Cross-Compiling tool are located. You can setup the tool using <a href="http://crosstool-ng.org/">crosstool-NG</a> or just download one from https://github.com/raspberrypi/tools. Secondly, set the RPI_SYSROOT environment variable or build option to point to your Raspbian or Pidora system root. You must install the Urho3D prerequisites software development packages for Raspberry Pi (see \ref Building_Prerequisites) in the system root before attempting to do the Urho3D cross-compiling build. You are recommended to download the Raspbian system root with Urho3D prerequisite software installed from https://github.com/urho3d/rpi-sysroot. Alternatively, if you have a fast LAN connection then you can also opt to mount the system root on your actual Raspberry Pi device to your host system via SSHFS and set the RPI_SYSROOT to use the mount point.
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+For cross-compiling build on a Linux host system, firstly set the RPI_PREFIX environment variable or build option to point to your Raspberry Pi cross-compiling tool are located. You can setup the tool using <a href="http://crosstool-ng.org/">crosstool-NG</a> or just clone one from https://github.com/raspberrypi/tools. Secondly, set the RPI_SYSROOT environment variable or build option to point to your Raspbian or Pidora system root. You must install the Urho3D prerequisites software development packages for Raspberry Pi (see \ref Building_Prerequisites) in the system root before attempting to do the Urho3D cross-compiling build. You are recommended to download the Raspbian system root with Urho3D prerequisite software installed from https://github.com/urho3d/rpi-sysroot. Alternatively, if you have a fast LAN connection then you can also opt to mount the system root on your actual Raspberry Pi device to your host system via SSHFS and set the RPI_SYSROOT to use the mount point.
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Execute cmake_raspi.sh then go to the build tree to execute make command. You may pass the optional RPI_ABI build option to specifically target for the Raspberry Pi 2. After the build is complete, the ARM executables can be found in the build tree's "bin" subdirectory.
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You can also build, deploy, run/debug (as C/C++ Remote %Application) using Eclipse IDE. To do that, execute cmake_eclipse.sh with "-DRPI=1" build option set. Import the CMake generated Eclipse project in the build tree into Eclipse's workspace. Build the project as usual. Optionally, use the "URHO3D_SCP_TO_TARGET" build option to automatically deploy the ARM executables to target Raspberry Pi device as part of build process; or configure Eclipse to perform a "download to target path" in the Run/Debug configuration for C/C++ Remote %Application. Either way, you have to configure the Run/Debug configuration to let it know how to reach your target Raspberry Pi device.
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+\section Building_GenericARM Generic ARM build process (EXPERIMENTAL)
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+For native build on ARM board itself, use the similar process for \ref Building_Native "Native build process" described above for Linux platform.
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+
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+> At the moment we only support Linux on generic ARM. Other OSes are not supported yet.
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+
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+For cross-compiling build on a Linux host system, firstly set the ARM_PREFIX environment variable or build option to point to your ARM cross-compiling tools are located. You can setup the tool using <a href="http://crosstool-ng.org/">crosstool-NG</a> or just download one from http://www.linaro.org/downloads/. You need to obtain the little-endian version of the armhf or aarch64 compiler toolchains for setting up a 32-bit or 64-bit build environment, respectively. Secondly, set the ARM_SYSROOT environment variable or build option to point to your generic ARM system root. Similarly you need to obtain the armhf (hard float) sysroot for 32-bit or arm64 (aarch64) sysroot for 64-bit. You must install the Urho3D prerequisites software development packages for Linux platform (see \ref Building_Prerequisites) in the system root before attempting to do the Urho3D cross-compiling build. There are a few ways to obtain and prepare the sysroots yourself but the easiest way is to download the already prepared one from https://github.com/urho3d/armhf-sysroot or https://github.com/urho3d/arm64-sysroot. Alternatively, if you have a fast LAN connection then you can also opt to mount the system root on your actual ARM board to your host system via SSHFS and set the ARM_SYSROOT to use the mount point.
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+
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+Execute cmake_arm.sh then go to the build tree to execute make command. You may pass the optional ARM_ABI_FLAGS build option to specifically target the CPU and FPU on your ARM board. For example: "-mcpu=cortex-a9 -mfpu=neon-fp16" for ODROID-X2, "-mcpu=cortex-a53" for ODROID-C2, "-mcpu=cortex-a7 -mfpu=neon-vfpv4" for Orange Pi, etc. After the build is complete, the ARM executables can be found in the build tree's "bin" subdirectory.
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+
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+You can also build, deploy, run/debug (as C/C++ Remote %Application) using Eclipse IDE. To do that, execute cmake_eclipse.sh with "-DARM=1" build option set. Import the CMake generated Eclipse project in the build tree into Eclipse's workspace. Build the project as usual. Optionally, use the "URHO3D_SCP_TO_TARGET" build option to automatically deploy the ARM executables to target ARM board as part of build process; or configure Eclipse to perform a "download to target path" in the Run/Debug configuration for C/C++ Remote %Application. Either way, you have to configure the Run/Debug configuration to let it know how to reach your target ARM board.
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+
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\section Building_MinGW MinGW cross-compile build process
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It is possible to cross-compile Urho3D for Windows using a Linux host system. The process is largely the same as the \ref Building_Native "Linux native build" process described above.
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@@ -260,7 +272,7 @@ For activating the MinGW toolchain, and to allow it to find the correct compiler
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Execute cmake_mingw.sh then go to the build tree to execute make command. After the build is complete, the Windows executables can be found in the build tree's "bin" subdirectory.
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-\section Building_Emscripten Emscripten build process (EXPERIMENTAL)
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+\section Building_Emscripten Emscripten build process
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> WHAT DOESN'T WORK:
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> - Networking. Javascript can only use http and websockets protocols so it's not likely that kNet will ever function.
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