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Changes between Version 9 and Version 10 of dev/VisualStudio


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Timestamp:
Feb 12, 2009, 10:11:23 PM (16 years ago)
Author:
rgrieder
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  • dev/VisualStudio

    v9 v10  
    22[[TOC(heading=Platforms, depth=1, WindowsMinGW, VisualStudio, LinuxGentoo, LinuxDebian, LinuxUbuntu, LinuxTardis)]]
    33
    4 == A Note ==
    5 A note a the beginning: Currently, the visual studio project files generated by CMake don't yet work properly. If I can find the time, I shall try to make it work, but it's going to be ugly.[[br]]
    6 The alternative is to use the manually maintained files by Reto for VS 2005 in the visual_studio folder of your source checkout. This however has a certain disadvantage: The project settings are quite complicated to be set (once you get the hang of it, it's easier than the normal way). It is however not necessary to change these settings to develop orxonox with Visual Studio. So if you want to know more please contact [wiki:RetoGrieder me] first. [[br]]
     4== Preparations ==
     5You need to get either Visual Studio 2005 or Visual Studio 2008. We do not support .NET 2003 because the compiler is missing an important extension (variadic macros). There has also been no testing with any Express Edition version.
    76
    8 == Preparations ==
    9 Bear in mind that we '''only support Visual Studio 2005 SP1'''. Once the CMake generators work, it should be possible to use several versions.
    10 
    11 === DirectX SDK ===
    12 (The following instructions for DirectX are copied from the OGRE wiki)
    13 
    14 Download the latest DirectX 9.0 SDK from http://msdn.microsoft.com/directx.
    15 
    16 The DirectX SDK install should automatically update the Visual Studio include and library paths with the locations of the DX SDK includes and lib paths. If not, you will need to enter the DirectX include and library directories into MSVC so you can compile against the SDK.  It would look something like this:
    17 
    18  * Select Tools|Options|Projects|VC++ Directories
    19 '''Note''': Path to the folder must be ON TOP of the list or you will get errors during compilation (Example: error LNK2001: unresolved external symbol _IID_IDirect3DBaseTexture9)
    20 
    21  * Under library files, set the appropriate library directory for the SDK. E.g.,
    22      C:\Program Files\Microsoft DirectX SDK (August 2007)\Lib\x86
    23 
    24  * Under include files, set the appropriate include directory for the SDK. E.g.,
    25      C:\Program Files\Microsoft DirectX SDK (August 2007)\Include
     7=== DirectX ===
     8You sure have DirectX 9 already installed..
    269
    2710=== Getting everything set and done ===
    28  1. Checkout the HEAD revision of the trunk or of any branch you like. Also checkout the Media repository and put it on the same directory level as your source checkout. More information can be found in the [wiki:SVN] section. [[br]][[br]]
    29  1. The next thing is getting the external dependencies. We supply these as precompiled [http://svn.orxonox.net/ogre/binaries/VisualStudio8/ archives] (take the newest ones) with the lib, dll, debug symbols and include files all at once. Once you got the archive, put it in the directory of your source checkout folder and extract it right there (not in a new folder). This will create a folder named "dependencies" that includes everything necessary. [[br]][[br]]
    30  1. Start visual_studio/vc8/orxonox_vc8.sln now. [[br]][[br]]
     11 1. Checkout the HEAD revision of the trunk or of any branch you like. Also checkout the media repository and put it on the same directory level as your source checkout. More information can be found in the [wiki:SVN] section. [[br]][[br]]
     12 1. The next thing is getting the external dependencies. We supply these as precompiled [http://svn.orxonox.net/ogre/precompiled_dependencies/ archives] (take the newest ones) with the lib, dll, debug symbols and include files. Once you got the archive, put it in the directory of your source checkout folder and extract it right there (not in a new folder). This will create a folder named "dependencies" that includes everything necessary. [[br]][[br]]
    3113
    32 You should have a directory structure like this:
     14You should now have a directory structure like this:
    3315{{{
    3416media (repository checkout, you choose the name..)
     
    3820 cmake
    3921 dependencies
    40   boost-1.35.0
    41   ogre-1.4.9
    42   ...
     22  bin
     23  include
     24  lib
    4325 src
    4426  audio
    4527  ...
    46  visual_studio
    47   vc8
    4828}}}
     29[[br]]
    4930
    50  4. Select ''Build Solution'' and the ''Build'' menu or simply hit F7 and wait...
    51     Default build configuration was ''Debug''. You can also choose ''Release'' in the little bar underneath the menu. ''Release'' is a lot faster, but debugging isn't recommended at all. Also consider that you need to build everything twice. [[br]][[br]]
    52  5. F5 or ''Debug, Start Debugging'' will start orxonox in the corresponding configuration. Note that all necessary external binary files got copied to bin/orxonox_vc8/(debug|release) so can also start Orxonox without Visual Studio.
     31 1. We use CMake to have better cross platform support. Get the latest (at least v2.6) binaries at [http://www.cmake.org/cmake/resources/software.html cmake.org] and extract/install them.
     32 1. Run bin/cmake-gui.exe and select your source checkout folder ('trunk' in my example above). The binary folder below can be anywhere except the source folder itself. We suggest trunk/build.
     33 1. Hit "configure" twice (or as long as "generate" is unavailable) and then "generate". You will be prompted to select a generator. Choose the Visual Studio version you have (64 bit is not yet supported!).
     34 1. Go to your freshly created binary folder, open Orxonox.sln and hit F7. That will build orxonox.
     35 1. On the left you see all targets, make sure that 'Orxonox' is bold by right clicking on it and selecting "Set as StartUp Project".
     36 1. F5 will start the game.
     37[[br]]
     38
     39If you have any trouble, feel free to contact me (Reto '1337' Grieder).