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@@ -104,7 +104,7 @@ Mac OS X.
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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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+The build process will also compile models and shaders from the SourceAssets
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directory into Bin/Data/Models & Bin/Data/Shaders. On Windows & Direct3D9,
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shader compilation requires the D3DX library from the DirectX runtime or SDK to
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be available.
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@@ -114,12 +114,12 @@ 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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-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. 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 run from the Visual Studio debugger, set the Urho3D project as the startup
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+project, set it as a startup project and enter its relative path and filename
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+into 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
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+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
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name of the script file it should load and run. You can try for example the
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