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History: MacDotScene
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Source of version: 3
(current)
''Made with Ogre 1.0.4 | OSX 10.4.2 | XCode 2.1'' !!Introduction : What are we going to do here ? The goal is here to build both the dotSceneManager plugin AND the octree converter. For that purpose, we will create a project and two targets in it. !!Building the dotSceneManager Plugin First, open XCode and make a new project Choose a Cocoa Bundle Then choose your project directory and name : Plugin_DotSceneManager would be easier Remove : * the CoreData framework * the Foundation framework * the AppKit framework * the .pch file Add 2 new groups in Classes : * __Plugin__ * __Common__ Add the existing files in __Plugin__ : * from ogreaddons/dotsceneoctree/PlugIns/DotSceneManager/include : ** DotSceneManager.h ** SceneMain.h ** SceneOctree.h ** SceneOctreeRenderable.h * from ogreaddons/dotsceneoctree/PlugIns/DotSceneManager/src ** DotSceneManager.cpp ** DotSceneManagerDLL.cpp ** SceneMain.cpp ** SceneOctree.cpp ** SceneOctreeRenderable.cpp Add the existing files in __Common__ : * from ogreaddons/dotsceneoctree/PlugIns/DotSceneManager/include : ** tinystr.h ** tinyxml.h * from ogreaddons/dotsceneoctree/PlugIns/DotSceneManager/src ** tinystr.cpp ** tinyxml.cpp ** tinyxmlerror.cpp ** tinyxmlparser.cpp Add the frameworks : * Cocoa from /System/Library/ * Ogre, SDL & zzip from ~/Library/ In tinyxml.h, add #define TIXML_USE_STL on the first line to avoid conversion errors with Ogre::String Then go to your project options * in header search paths put : $(HOME)/Library/Frameworks/Ogre.framework/Versions/A/Headers * in framework search path put : $(HOME)/Library/Frameworks * delete the "Prefix Header" entry * uncheck the "Precompile Prefix Header" Hit Build and you already have you DotSceneManager Plugin ! !!Building the dotScene converter Create a new target on the same project : BSD => Shell Tool Name it dotSceneConverter Add a new group : __Converter__ Add it the files (when adding, be sure to add the files to the dotSceneConverter target) : * from ogrenew/Mac/XCode/Classes : ** SDLMain.h ** SDLMain.m * from ogreaddons/dotsceneoctree/Tools/ExampleSceneConverter/include/ ** SceneConverter.h ** SceneConverterOctree.h ** SceneConverterOctreeObjects.h * from ogreaddons/dotsceneoctree/Tools/ExampleSceneConverter/src ** main.cpp ** SceneConverter.cpp ** SceneConverterOctree.cpp ** SceneConverterOctreeObjects.cpp In your target : * add the *.cpp from the __Common__ group we created earlier to the "Compile Sources" build phase * add Cocoa, Ogre, SDL and zzip frameworks to the "Link Binary With Library" build phase In main.cpp, wrap the main function with : extern "C" { } This should be like this then : {CODE(wrap="1", colors="c++")}extern "C" { main (int numargs, char** args) { ... } }{CODE} Then go to your project options in header search paths put : $(HOME)/Library/Frameworks/Ogre.framework/Versions/A/Headers in framework search path put : $(HOME)/Library/Frameworks Change the current target to build, hit build and enjoy ! !!Conclusion : How to use this now ? You have to ways now for the bundle : * either you copy the new bundle to $(HOME)/Library/Frameworks/Ogre.framework/Versions/A/Resources. In that case, you'll be sure to have for any new Ogre project, * or you just link your projects with the bundle when you really need it. For the converter, just use it with the terminal, as usual. Any remarks ? please pm __fp12__ on the forum ;)
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