History: Prerequisites
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Introduction
This is a small check list of things you need to do before you're ready to build Ogre from source.
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| Visual Studio 2008 (VC9) | Service pack 1 and the ATL security fix (available from Microsoft Update). |
| Visual Studio 2005 (VC8) | Service pack 1 |
Visual Studio Express users should install the latest Express edition as separate service pack installs for those aren't available.
Get it from http://www.microsoft.com/express/Downloads/.
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MinGW
You need to grab the latest MinGW GCC from Twilight Dragon Media:http://www.tdragon.net/recentgcc/
At this time of writing, it's tdm-mingw-1.908.0-4.4.1-2, based on GCC 4.4.1.
The official MinGW won't do. It must be based on GCC 4.4.x.
Install it to C:\mingw and add C:\mingw\bin to your PATH.
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DirectX SDK
You need to install the DirectX SDK if you intend to build and use the Direct3D render systems and/or OIS (for the samples).The DirectX SDK - February 2010 would be an excellent choice, as both Visual Studio and MinGW builds successfully against it.
When installed, it should have registered an environment variable called DXSDK_DIR.
You can check this by running set DXSDK_DIR in a command prompt:
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C:\>set DXSDK_DIR DXSDK_DIR=C:\Program Files\Microsoft DirectX SDK (February 2010)\
If the environment variable DXSDK_DIR isn't present or set, you need to set it as CMake depends on it for finding DirectX.
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Boost
Boost is not required to build Ogre - it's optional. 😊The Boost Threads library is used by the paging component, which in turn is used by the terrain component, enabling background loading and thus faster response times.
It's recommended to get Boost 1.42.0.
Lucky users of Visual Studio 2003 - 2008 can use the Boostpro Boost Installers. Be sure to install Boost Date Time and Boost Thread.
Users of Visual Studio 2010 and MinGW need to build Boost from source.
Get Boost 1.42.0 from www.boost.org and the bjam executable as detailed on the Boost compile page.
This line builds Boost date_time and thread using VC10:
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bjam --build-dir="C:\boost-vc10" toolset=msvc-10.0 --build-type=complete --with-date_time --with-thread
When done building, move the contents of build_dir/stage/lib to boost_dir/lib.
CMake depends on the following environment variables to find Boost succesfully:
BOOST_ROOT (C:\Program Files\boost\boost_1_42)
BOOST_INCLUDEDIR (C:\Program Files\boost\boost_1_42)
BOOST_LIBRARYDIR (C:\Program Files\boost\boost_1_42\lib)
Well, at least BOOST_ROOT, but it can't hurt to set the two others.
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Dependencies
Visual Studio users need to compile the dependencies themselves: Visual Studio DependenciesMinGW users can grab the precompiled MinGW Dependencies
Unpack the dependencies into either your Ogre source directory, your Ogre build directory or somewhere else.
The directory should be named Dependencies if put into either the source or the build directory.
If you choose to place it elsewhere, you can name it however you like, as long as you're setting an environment variable OGRE_DEPENDENCIES_DIR pointing to its location.
It's recommended to use the last option - OGRE_DEPENDENCIES_DIR - as it makes it easier to manage several different dependencies (vc9, vc10, mingw) on the same computer, against the same Ogre source directory.
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-(Mac OSX)-
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Precompiled archive containing PPC and i386 binaries compiled against the 10.4u SDK: OS X Dependencies |