1. Setting up on Eclipse (Windows) is pretty straight forward. Just follow the tutorial and it can be compiled.
2. Setting up on XCode 5.x (MacOS) had some trouble. Finally, found a solution on the forum:
Anyway to start:
- Create a new empty project.
- Add a target. (You can do this by left clicking the project file in the tree menu on the left, then look for a circle with a plus at the bottom of the window)
- Select Max OS X > Application > Cocoa Application
- Now delete the *AppDelegate.m, *AppDelegate.h and *.xib file, you wont need these.
- Now create a new file
- I usually select Mac OS X > C and C++ > C++ File. I also usually fill it with the Example 1 tutorial to get the app compiling with some output to start.
- Now click on the project in the left tree menu again
- In the central part of the screen, click "Build Settings", and change the following settings:
- Base SDK: Standard (32/64 bit intel)
- Base SDK: Latest Mac OS X
- Compiler for C/C++/Objective-C: LLVM GCC 4.2
- Header Search Paths: /Path/To/Your/Irrlicht/Folder/include
- Now select "Build Phases"
- Under "Link Binary With Libraries, click the plus and add Cocoa,
Carbon, IOKit, OpenGL, and the libIrrlicht.a file. - under "Compile Sources", select the 'main.m' and then delete the main.m file
- Under "Link Binary With Libraries, click the plus and add Cocoa,
- Compile!
* Somehow on 1st tutorial, using createDevice(video::EDT_OPENGL is much more faster than using EDT_SOFTWARE.
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=5&t=13890&hilit=xcode&start=60
http://irrlicht3d.org/wiki/index.php?n=Main.InstallingIrrlicht#BuildMacOSX
http://irrlicht3d.org/wiki/index.php?n=Main.Macintosh
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