Variables that are new or have changed in the last Configure-iteration are shown in red, the rest becomes white. You can repeat this process of tweaking and using the Configure button until you’re ready to Generate (= second phase). Press Finish and let CMake work for a minute.ĬMake requires a bit of getting used to: first we have a configuration phase, where you can configure variables and reprocess the changes you make to see what CMake makes of it. Start CMake (cmake-gui), which should have been installed by the CMake setup earlier.Įnter the location you extracted the Ogre sources to, and a not-yet-existing build output folder.Ĭlick Configure and choose the Visual Studio 2017 generator (2019 doesn’t work for Ogre): Generating the Visual Studio C++ solution Ogre sources: the latest version had linker errors for the DotScene component, so I ended up using the 1.12.1 tag, feel free to try a more recent version.ĭownload and extract to c:\ogre3d\ogre-1.12.1:.NET code.Įxtract it to c:\ogre3d\swigwin: (I had to use the direct link option behind the “Problems Downloading?” button) ![]() It will generate the C# code that allows us to address the native Ogre binaries from our. SwigWin: is a Windows version of SWIG, a binding code generator.Install it from: (pick the latest 64-bit installer) We will use this tool to generate the solution and projects so we can build Ogre using Visual Studio. CMake: is a tool that takes a platform-agnostic codebase and generates the platform-specific extra files so the codebase can be built by the platform of your choice.(2017 should be fine too) Make sure you also added the C++ development features during setup. Visual Studio 2019 Community Edition or better.Ogre 2 seems to be mostly about advanced, high performance graphics though, so I guess you should be programming your game with C++ in those cases anyway. NET bindings only exist for Ogre 1.12+ at the moment of writing. Thanks to paroj from the Ogre team for repeatedly pointing me towards the next step of this process!Īlso note that. NET developers, so I hope you will be able to solve any issues that are not explained here. ![]() This post will give some background information along the way about things that are less obvious to. NET too.īeware that understanding what you’re doing is still important as details might vary in future versions of the Ogre sources. So, here is the entire process if you want to use Ogre3D from. NET bindings to build is quite the ordeal. ![]() If you are a spoiled Windows brat like me mostly used to setup wizards and clicking Next buttons in Windows then getting the Ogre.
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