CMake build system for Cthugha *looking for testers*

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sinbad
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Re: CMake build system for Cthugha *looking for testers*

Post by sinbad » Wed Dec 16, 2009 5:25 pm

I fixed this today.
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Re: CMake build system for Cthugha *looking for testers*

Post by guyver6 » Wed Dec 30, 2009 6:45 pm

Hi,

Running cmake -G "Unix Makefiles" on OSX 10.6 invokes infinite loop with this message being a "turnaround":

Code: Select all

You have changed variables that require your cache to be deleted.
Configure will be re-run and you may have to reset some variables.
The following variables have changed:
CMAKE_C_COMPILER= /usr/bin/gcc
CMAKE_CXX_COMPILER= /usr/bin/c++
It regenerates makefiles forever.

XCode project generation works ok.
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Re: CMake build system for Cthugha *looking for testers*

Post by masterfalcon » Wed Dec 30, 2009 7:51 pm

I dug into this a while back. It seems to be related to how we're forcing the compiler version to 4.0. I couldn't figure out a workaround though.
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Re: CMake build system for Cthugha *looking for testers*

Post by sinbad » Mon Jan 04, 2010 3:24 pm

Personally I'm not sure why anyone would want to generate makefiles on OS X anyway, since you can run the build from the command line with xcodebuild. I consider supporting this to be very low priority.
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Re: CMake build system for Cthugha *looking for testers*

Post by airfang » Wed Jan 06, 2010 10:06 pm

Hey guys, I just started using Ogre3D and I am glad that version 1.7 has CMake support but I do have some problems that I couldn't resolve.

I used CMake to generate the build files and compiled Ogre successfully with Visual Studio 2008. But now I am having trouble using Ogre for my project via CMake (find_package problem). It seems that the packages (Find*.cmake) and utils (FindPkgMacros.cmake, etc.) were not copied over to the build directory. Am I missing something here or it is the default behavior and I have to copy those files to the build directory?

Also, I was wondering if OIS is required for a Ogre project (because it is dependent on DirectX and I don't intend to use DirectX in my project)

Thanks in advance!
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Re: CMake build system for Cthugha *looking for testers*

Post by jacmoe » Wed Jan 06, 2010 10:23 pm

Build the Install project: that'll leave you with a nice 'sdk' directory.
The cmake scripts ought to be in there (IIRC).
With the rest of the Ogre goodies.
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Re: CMake build system for Cthugha *looking for testers*

Post by CABAListic » Wed Jan 06, 2010 10:36 pm

It doesn't make any sense to copy them to the build directory. If you want to have your own project find Ogre, then you will have to copy the FindOGRE script (and required utility scripts) to your project's sources, they will do you no good in Ogre's build directory.

BTW, this thread is getting way too long. I kindly request that new threads are opened for particular issues, that way it will be much easier to keep track of things :)
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Re: CMake build system for Cthugha *looking for testers*

Post by jacmoe » Wed Jan 06, 2010 10:49 pm

It doesn't matter if it does not make sense to you, because we have a CMake directory in the sdk directory with all the handy Ogre specific CMake stuff. It does make sense to me - was a good starting point for Ogitor. :)

Do you want me to lock this?
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Re: CMake build system for Cthugha *looking for testers*

Post by jacmoe » Wed Jan 06, 2010 10:51 pm

Alright, I'm locking it. :wink:

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