d000hg wrote:That's a real bummer I can't test my code on my own iPad without paying an annual fee. I assumed XCode would at least let me copy it via a physical connection using the USB cable for local testing! Is testing Ogre on the simulator feasible, or is it really slow?
It actually seems to run faster on the simulator ... but, then, I'm also working on a shinny new, fully loaded Mac Mini.
d000hg wrote:Looking at the 1.8 notes, it's really only ES2.0 that I would want. If I can get away with a pre-built SDK that sounds great - unless anyone is hosting pre-built 1.8RC SDKs

Although one fly in the ointment, I use MyGUI in my current codebase and guess I'll have to build that myself for iOS.
MyGUI doesn't work well in iOS. The input is offset and it's implementation of multitouch devices is less than desirable. I made my own simple GUI system out of Ogre Overlays. But, that part of my code is currently under review ... I'm finding I need a little more than what overlays can deliver. In other words, I'll get back to you on that one.
I haven't seen links to a pre-built 1.8 SDK. I'd email mine to you, but mine is build for XCode 4.3.2. Honestly, though, the CMake issue isn't as terrible as it sounds. The number of posts about it just goes to show that more of us have been able to work through it ... experience you can draw upon. I'll break it down for you here:
1. Get & build the latest CMake source. Open a terminal window and do the following
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(~)> cd Documents
(Documents) > mkdir code
(Documents) > cd code
(code) > git clone git://cmake.org/cmake.git
(cmake) > cd cmake
(cmake) > ./bootstrap
(cmake) > make
(cmake) > sudo make install
2. Get the Ogre Source
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(cmake) > cd ..
(code) > mkdir ogre_src_1.80
(code) > cd ogre_src_1.80
(ogre_src_1.80) > hg clone https://bitbucket.org/sinbad/ogre
3. Download the iOS dependencies from here:
http://sourceforge.net/projects/ogre/fi ... ncies-mac/. I think, in your case, you'll need to grab the 4.3 dependencies ... I think you'd need XCode 4.3.x to build for iOS 5.1. Once you have them, open the .dmg file and copy the iPhoneDependencies folder into "[username]/Documents/code/ogre_src_1.80/ogre". And, finally, rename the copied folder to "iOSDependencies".
4. Prepare cmake. Copy the shell script from the bottom of this wiki article:
http://www.ogre3d.org/tikiwiki/Building ... evelopment. Paste it into a text file (using any text editor). There are three options you can set at the top of that script, set them as such:
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# Absolute path to the source code directory.
SRC=/Users/[username]/Documents/code/ogre_src_1.80/ogre
# Absolute path to the build directory.
BUILD=/Users/[username]/Documents/code/ogre_src_1.80/OgreSDK1.80iOS
# The build configuration. Recommended values are:
# Release - optimized code that excludes debugging information.
# RelWithDebInfo - optimized code that includes debugging information.
CONFIG=Release
Save the file as "buildSDK.sh" to your "Documents/code/ogre_src_1.80" folder.
5. Build Ogre:
Then, all you have to do is grab the XCode templates.
**Note: Since you have XCode3.6.2, you don't actually need to build cmake yourself ... the current stable release will work just fine (for you).