CMake build system for Cthugha *looking for testers*
- sinbad
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- guyver6
- Greenskin
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Re: CMake build system for Cthugha *looking for testers*
Hi,
Running cmake -G "Unix Makefiles" on OSX 10.6 invokes infinite loop with this message being a "turnaround":
It regenerates makefiles forever.
XCode project generation works ok.
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++
XCode project generation works ok.
- masterfalcon
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Re: CMake build system for Cthugha *looking for testers*
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.
- sinbad
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Re: CMake build system for Cthugha *looking for testers*
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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- Gnoblar
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Re: CMake build system for Cthugha *looking for testers*
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!
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!
- jacmoe
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Re: CMake build system for Cthugha *looking for testers*
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.
The cmake scripts ought to be in there (IIRC).
With the rest of the Ogre goodies.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
- OGRE Retired Team Member
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Re: CMake build system for Cthugha *looking for testers*
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
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
- jacmoe
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Re: CMake build system for Cthugha *looking for testers*
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?
Do you want me to lock this?
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- jacmoe
- OGRE Retired Moderator
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Re: CMake build system for Cthugha *looking for testers*
Alright, I'm locking it.
/* locked */
/* locked */
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.