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. ๐The 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 boost_dir/stage/lib to boost_dir/lib.
If you are sure you're not going to rebuild Boost, you can safely delete the build directory (i.e. C:\boost-vc10)
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.
-(Linux)-
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Before you begin
Ogre does not play well with "Software Rasterizers", so if you run glxinfo | grep Software and it finds "OpenGL renderer string: Software Rasterizer", you may need to investigate upgrading your graphics card or its drivers. See jockey-gtk on Ubuntu for driver help.The easiest way to get Ogre is to install via package manager, e.g. sudo apt-get install libogre-dev However, this may be out of date, e.g. for Ubuntu 10.04 only Ogre 1.6.4 is available, although the latest release is 1.7.1. If you want the latest version of Ogre, follow the directions below and then the CMake Quick Start Guide
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-(Mac OSX)-
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Installing Dependencies
Option 1: Extract the dependencies into your ogre source root. Precompiled archive containing PPC and i386 binaries compiled against the 10.4u SDK are available: OS X DependenciesOption 2: Install Ogre dependencies system-wide via MacPorts. Be forewarned if you intend to distribute binaries, you may have to jump through a few hoops to link against the static archives (.a) or extract the dynamic libraries and modify their install name (install_name_tool). However individual developers may find this easier to manage on their local machines for general development. Copy to clipboard
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Finally, you need to install Cg and OIS. (Not strictly required by Ogre, but required for Demos, and generally recommended.) |