Getting started for iOS/OSX dev
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- OGRE Retired Team Member
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Re: Getting started for iOS/OSX dev
Yes they are
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- Goblin
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Re: Getting started for iOS/OSX dev
Thanks.
I've built Ogre 1.8 both Release and Debug, and run the install target so I now have a sdk dir. But it doesn't contain all the libs, only some weird .pc files:
Is this correct? I am trying to build MyGUI for iOS but I don't know which dirs to tell CMake, and it keeps complaining it can't find Ogre.
I've built Ogre 1.8 both Release and Debug, and run the install target so I now have a sdk dir. But it doesn't contain all the libs, only some weird .pc files:
Code: Select all
$ ls
CMake include lib
$ ls lib
Debug libboost_thread.a pkgconfig
Release libhlsl2glsl.a
libboost_date_time.a libmesaglsl2.a
$ ls lib/Release
libFreeImage.a libFreeType.a libOIS.a libzzip.a
$ ls lib/pkgconfig/
OGRE-PCZ.pc OGRE-Property.pc OGRE-Terrain.pc
OGRE-Paging.pc OGRE-RTShaderSystem.pc OGRE.pc
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- OGRE Retired Team Member
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Re: Getting started for iOS/OSX dev
Why don't you just run the make_ios.sh script in SDK/iOS/ ?
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- Goblin
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Re: Getting started for iOS/OSX dev
Several reasons:
- I never knew it existed
- Because everything in the docs says I'm supposed to use CMake!
- That script only builds release config - I want a full Ogre build but I just want it in the SDK structure for ease of use
- It looks out of date, the 1.8 version I have refers to iphoneos and iphonesimulator, shouldn't those be iOS in 1.8?
- It builds fat libs and I don't think I want to do that (it sounds bad to fill my valuable iOS device space)
I am primarily seeking to understand how it all works and what it should look like when it's worked. If you just give me tasks to run without saying why, or how I know it's worked, I'm stumbling in the dark! So if you could paint a fuller picture of what's going on, I'm sure I can fill in more gaps on my own as a result!
I was under the impression the whole point of the INSTALL target was to create build/sdk for me. So either it's working but I don't understand what's going on with those .pc files, or it's not working, or I misunderstand what INSTALL is supposed to be doing in the first place.
edit: The stuff at the bottom of the wiki page(http://www.ogre3d.org/tikiwiki/Building ... e+-+iPhone) seems to suggest I have to do these manual steps but it doesn't mention that .sh script which looks to do similar stuff. Does one supercede the other?
- I never knew it existed

- Because everything in the docs says I'm supposed to use CMake!
- That script only builds release config - I want a full Ogre build but I just want it in the SDK structure for ease of use
- It looks out of date, the 1.8 version I have refers to iphoneos and iphonesimulator, shouldn't those be iOS in 1.8?
- It builds fat libs and I don't think I want to do that (it sounds bad to fill my valuable iOS device space)
I am primarily seeking to understand how it all works and what it should look like when it's worked. If you just give me tasks to run without saying why, or how I know it's worked, I'm stumbling in the dark! So if you could paint a fuller picture of what's going on, I'm sure I can fill in more gaps on my own as a result!
I was under the impression the whole point of the INSTALL target was to create build/sdk for me. So either it's working but I don't understand what's going on with those .pc files, or it's not working, or I misunderstand what INSTALL is supposed to be doing in the first place.
edit: The stuff at the bottom of the wiki page(http://www.ogre3d.org/tikiwiki/Building ... e+-+iPhone) seems to suggest I have to do these manual steps but it doesn't mention that .sh script which looks to do similar stuff. Does one supercede the other?
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- OGRE Retired Team Member
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Re: Getting started for iOS/OSX dev
Either use the script on the wiki page or the one in the source. The install target does nothing useful unless some other CMake options are turned on. Btw, the pc files are for pkg-config, a very common tool on Linux.
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- Goblin
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Re: Getting started for iOS/OSX dev
OK, thanks. I wondered if pc were some weird link files to the real libs, obviously not 
