- Go to http://www.ogre3d.org/download/sdk. (There are also more recent SDK's made available by the forum user Transporter)
- Download the SDK matching your IDE version.
- Download and install DirectX: directx_Jun2010_redist.exe
Run the installer:
Unpack to a suitable location:
Go to the directory of the newly installed sdk and copy the full path:
Setting the Environment Variable, OGRE_HOME.
Now, you need to set the %OGRE_HOME% environment variable. This environment variable enables you, the developer, to easily switch between different OgreSDK versions and transfer/compile Ogre3D projects of other users (portability).
To set this environment variable, enter the following in any Command Prompt window (Windows Vista/7/8/newer):
setx OGRE_HOME "<path-to-OgreSDK-here>"
If you are using Windows XP, or any prior Windows version, you will need to use the 'set' command, like so:
Take note of the use of quotation marks, as they are required, otherwise you will get several 'file not found' errors when trying to compile any Ogre3D project.
Example 1: Setting the environment variable OGRE_HOME on Windows 8:
<img src="http://www.ogre3d.org/tikiwiki/tiki-download_wiki_attachment.php?attId=167&page=Installing%20the%20Ogre%20SDK" />
Example 2: Setting the environment variable OGRE_HOME on Windows 7:
Go to Control Panel -> System and Security -> System. From the left navigation panel choose Advanced system settings.
Click on Environmental varable button and enter in the fields
Variable name: OGRE_HOME and in
Variable value: your path to Ogre example: C:\OgreSDK\OgreSDK_vc10_v1-8-1
Open the solution Ogre.sln with Visual Studio and build the project(could take a few minutes). Then Right click on sampleBrowser and choose: ‘Set as startup Project’.
RUN SampleBrowser and you can explore all the samples that are included with the Ogre Solution.
This section is for developers willing to install a precompiled Software Development Kit (SDK) under Linux platform.
Unix users typically compile their own sources for almost all software, including Ogre.
However pre-built binaries are available for a handful of distributions. See below for yours.
Ubuntu 11.10 (Quantal) and Newer
The Ogre3D libraries are part of the Universe repository, so to download simply install the libogre-dev package via your favorite package manager. For Ubuntu 14.4 there is no libogre-dev, so to install Ogre 1.9 you need to install libogre-1.9-dev.
For example, to install via the terminal enter:
- sudo apt-get install libogre-1.9-dev
Ubuntu 10.04 LTS, 10.10 and 11.04:
- add this PPA: ppa:ogre-team/ogre
- update your packages list
- install libogre-dev package
See this link if you don't know how use a PPA (Personal Package Archive).
If you want use commands:
- add OGRE PPA with: sudo add-apt-repository ppa:ogre-team/ogre
- update your package list with: sudo apt-get update
- install libogre-dev package with: sudo apt-get install libogre-dev
-(Mac OS X)-
This section is for developers willing to install a precompiled Software Development Kit (SDK) under Mac OS X platform.Once you have OGRE downloaded and setup, learn how to setup your first application.
- Go to http://www.ogre3d.org and click on Download.
- Next click on Download a Prebuilt SDK.
- Download the latest OSX SDK.
- Double-click the .dmg to mount it
- Drag & drop the OgreSDK folder wherever you like to install the SDK
- Install CMake for building the samples. Version 2.8.0 is said to be the most stable version for this. Cmake v2.8 (if you have a MacPorts installation of cmake, read the section below.)
- You might need this as well CG Toolkit (the download is only available for registered members of Nvidia Developer Zone. You may create your own account or use one of those BugMeNot)
- Start up Xcode and load the OgreSDK/OGRE.xcodeproj to build the samples. You probably want to build the debug versions of these. It will give you more insight when things go wrong. Make sure you select that from the build type dropdown.
- After you have built the samples look for them in OgreSDK/bin/debug. You should see SampleBrowser.app in there. Fire it up!
Cmake over MacPorts
If you have installed Cmake over MacPorts, you need to do some replacement inside CMakeScripts/ReRunCMake.make:
- replace /Applications/CMake\ 2.8-5.app/Contents/share/cmake-2.8/Modules/ by /opt/local/share/cmake-2.8/Modules/
- replace /Applications/CMake\ 2.8-5.app/Contents/bin/cmake by /opt/local/bin/cmake