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If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
This page describes the process for creating an OGRE SDK for release, based on OGRE 1.7 or later.
Table of contents
MS Visual C++
Prerequisites
You need the following before you start:
- CMake 2.8.0+ on your path
- Doxygen on your path
- BOOST_ROOT environment variable defined, pointing at your boost install
- DXSDK_DIR environment variable must point at the DirectX SDK you wish to build against
Creating the SDK
- Open a command prompt
- Run vcvars32.bat for your compiler of choice.
- Checkout a clean working copy of OGRE at the release tag (e.g. v1-7-0) as folder 'ogre'
- Change directory to ogre/SDK/Win32
- Set the OGRE_DEPENDENCIES_DIR environment variable to point at the location of OGRE dependencies matching your intended compiler / architecture
- Run: "buildsdk <compiler> ", where <compiler> is one of:
- * vc71
- * vc8
- * vc8_x64
- * vc9
- * vc9_x64
- * vc10
- * vc10_x64
- The SDK will now be built in a subfolder called the same as the supplied <compiler> option.
- Once the SDK has been built, simply zip up the contents of ogre/SDK/Win32/ <compiler> /sdk and release
Contributors to this page: jacmoe
.
Page last modified on Saturday 01 of May, 2010 02:21:15 GMT by jacmoe
.
The content on this page is licensed under the terms of the Creative Commons Attribution-ShareAlike License.
As an exception, any source code contributed within the content is released into the Public Domain.
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