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【Ogre&源码】图解CMake+Ogre源码包编译生成相应的VS工程
关于ogre 1.7.1的下载、配置和编译指南
OGRE从1.7开始使用Cmake生成工程文件,这很方便的实现跨平台项目的移植,今天来说说生成过程中的小细节。
1、ogre_src_v1-7-1.exe:
2、Microsoft Visual C++ Dependencies
3、cmake-2.8.1-win32-x86.exe:
下载完后,解压ogre到你的目录(例如:E:/GAME_SDK/ogre_src_v1-7-1),解压Dependencies到Ogre目录下(即,E:/GAME_SDK/ogre_src_v1-7-1/Dependencies),安装CMake2.8.1;
打开CMake,在Where is the source
code处填入E:/GAME_SDK/ogre_src_v1-7-1,在Where to build the
binaries处填入要生成的工程目录,方便区分我新建文件夹E:/GAME_SDK/Ogre_SDK
点击“Configure”按钮,弹出的窗口选择开发环境,我选择VS2008(VC9),CMake开始检测并生成工程文件,满以为一路顺利的,呵呵,出错了吧!
<img BORDER="0" SMALL="0" src="/blog7style/images/common/sg_trans.gif" real_src ="/houwenbin1986/pic/item/a31ae59d82042c.jpg" STYLE="line-height:" NAME="image_operate_64611"
ALT="【Ogre&源码】图解CMake+Ogre源码包编译生成相应的VS工程"
TITLE="【Ogre&源码】图解CMake+Ogre源码包编译生成相应的VS工程" />
分析日志:
CMake Error at CMake/Utils/MacroLogFeature.cmake:100
(MESSAGE):
-----------------------------------------------------------------------------
-- The following REQUIRED packages could NOT be located on your
Please install them before continuing this software
installation.
&& -- If you are in Windows, try
passing -DOGRE_DEPENDENCIES_DIR=&path to
dependencies&
-----------------------------------------------------------------------------
+ freetype: Portable font engine &&&&
-----------------------------------------------------------------------------
Call Stack (most recent call first):
CMake/Dependencies.cmake:203 (MACRO_DISPLAY_FEATURE_LOG)
CMakeLists.txt:157 (include)
好,按照指示手动指定DOGRE_DEPENDENCIES_DIR的路径,再Configure,错误依然,百度一下,原来是没有预先编译/Dependencies里的工程,导致Cmake找不到freetype相应的库文件;那好先用VS把Dependencies目录下的各种依赖包编译好,再CMale生成~~~呵呵,项目顺利生成~~~
<img BORDER="0" SMALL="0" src="/blog7style/images/common/sg_trans.gif" real_src ="/houwenbin1986/pic/item/3da8d0cf8ffb7d.jpg" STYLE="line-height:" NAME="image_operate_88930"
ALT="【Ogre&源码】图解CMake+Ogre源码包编译生成相应的VS工程"
TITLE="【Ogre&源码】图解CMake+Ogre源码包编译生成相应的VS工程" />
上面的红色表示第一次生成,确认配置更改好后,再点击"Config",倘若输出窗口没有报错,最后点击"Generate"即可,到底如何,看看目录下有没有:
<img BORDER="0" SMALL="0" src="/blog7style/images/common/sg_trans.gif" real_src ="/houwenbin1986/pic/item/496aaa61e12f9.jpg" STYLE="line-height:"
ALT="【Ogre&源码】图解CMake+Ogre源码包编译生成相应的VS工程"
TITLE="【Ogre&源码】图解CMake+Ogre源码包编译生成相应的VS工程" />
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51CTO推荐博文
1、下载软件
cmake-2.8.10:http://cmake.org/cmake/resources/software.html
DirectX(可选,见下面):/download/A/E/7/AE743F1F-632B--AA1BB3458E31/DXSDK_Jun10.exe
OGRE v1.8.1:http://sourceforge.net/projects/ogre/?source=dlp
OGRE 依赖库:http://www.ogre3d.org/forums/viewtopic.php?f=1&t=54533
boost_1_53_0.7z:http://sourceforge.net/projects/boost/files/boost/1.53.0/
2、安装DXSDK
安装DXSDK,下载地址见上面,也可以使用绿色版的DX。如果使用的是绿色版的dx,需要在环境变量添加DXSDK_DIR,设置为包含Lib和Include文件夹的DirectX目录,比如我的是H:\Lib\DirectX9\。使用直接安装版的话就不需要那么麻烦了。
3、编译OGRE需要的boost库中几个库
解压boost库到目标目录,我的是H:\Lib\boost_1_53_0\,注意boost_1_53_0目录下包含boost和tools等目录。打开vs2012的命令行工具(菜单中 Microsoft Visual Studio 2012- & Visual Studio Tools -& VS2012 开发人员命令提示),切换到boost库的解压目录(输入H:回车,再输入cd&Lib\boost_1_53_0\回车),编译bjam(输入bootstrap.bat回车),等待一分多钟后,开始编译boost库(输入bjam stage --toolset=msvc-11.0 --with-date_time --with-thread回车)。等待几分钟后,boost_1_53_0目录下的stage目录就出现几个lib文件,OGRE需要的thread库和date_time库就编译出来了。
4、编译OGRE依赖库
将OGRE解压到目标目录,我的是H:\Lib\ogre_src_v1-8-1\,注意ogre_src_v1-8-1目录下有Tools和Samples等目录。解压OGRE依赖库到H:\Lib\ogre_src_v1-8-1\目录下,并改名为Dependencies,注意Dependencies是和OgreMain是在同级,并且Dependencies目录下有src和lib等目录。用VS2012打开Dependencies中src目录里的OgreDependencies.VS2010.sln,分别编译出来Release和Debug版的lib出来,再归集在Dependencies的lib目录(Release和Debug分开放),dll归集到Dependencies的bin目录。lib文件在编译OGRE程序时会自动链接,dll可能要手工复制到OGRE程序的运行目录。
如果在项目属性的常规中的平台工具集选择的是“Visual Studio 2012 - Windows XP (v110_xp)”的话,编译OIS项目可能会出现C2061错误:
C:\Program&Files&(x86)\Microsoft&SDKs\Windows\v7.1A\include\objidl.h(11280):&error&C2061:&语法错误:&标识符“__RPC__out_xcount_part”&C:\Program&Files&(x86)\Microsoft&SDKs\Windows\v7.1A\include\objidl.h(11284):&error&C2061:&语法错误:&标识符“__RPC__in_xcount_full”&C:\Program&Files&(x86)\Microsoft&SDKs\Windows\v7.1A\include\objidl.h(11486):&error&C2061:&语法错误:&标识符“__RPC__out_xcount_part”&C:\Program&Files&(x86)\Microsoft&SDKs\Windows\v7.1A\include\objidl.h(11490):&error&C2061:&语法错误:&标识符“__RPC__in_xcount_full”&C:\Program&Files&(x86)\Microsoft&SDKs\Windows\v7.1A\include\objidl.h(11692):&error&C2061:&语法错误:&标识符“__RPC__out_xcount_part”&C:\Program&Files&(x86)\Microsoft&SDKs\Windows\v7.1A\include\objidl.h(11696):&error&C2061:&语法错误:&标识符“__RPC__in_xcount_full”&C:\Program&Files&(x86)\Microsoft&SDKs\Windows\v7.1A\include\objidl.h(13063):&error&C2061:&语法错误:&标识符“__RPC__inout_xcount”&
&请将项目属性的“VC++ 目录”中的包含目录的地址复制添加到“C/C++ -& 常规”中的附加包含目录地址中所有地址的前面,注意要用英文分号分隔。这样就不会有这错误了。
5、生成OGRE的VS2012解决方案文件
打开cmake-gui.exe,将OGRE目录下的CMakeLists.txt文件拖放到cmake-gui.exe界面上,点击configure按钮,配置如下
点击Finish按钮等待进度条完成之后再次点击configure按钮,最后点击generate按钮即可生成可以在VS2012的工程文件。
5、编译OGRE
用VS2012打开OGRE目录下的OGRE.sln,编译。如果在编译过程找不到boost库头文件或者在链接过程中的找不到boost库lib文件,添加第3步相关的目录。
&参考:.cn/s/blog_6ece437a01019flx.html
了这篇文章
类别:┆阅读(0)┆评论(0)OGRE1.8.1+MyGUI3.2.0+VS2010 编译配置图文详解
一、前期准备
&&& VS2010的安装没什么好说的,下载后安装好就行了,主要是OGRE和MyGUI的编译配置。
&&& 1.OGRE SDK:
&(我用的OGRE版本为
&&& 2. OGRE App Wizard(OGRE工程向导):
&(下载对应版本即可,我下的就是
&&& 3.MyGUI和MyGUI Dependencies:
&(我用的是
MyGUI 3.2.0)。
&&& 4. CMake:&(我下的是cmake-2.8.9-win32-x86.exe)&&&&
二、OGRE的配置
&&& 1.OGRE可以直接下载SDK,所以就不自己编译了,想自己编译的童鞋可以上网查一下。好的,选好目录(我安装的目录在:D:\Program Files (x86))安装OGRE SDK。
&&& 2.设置环境变量,我的电脑-&右击选“属性”-&高级-&环境变量,新建一个环境变量,变量名OGRE_HOME,,变量值D:\Program Files (x86)\OgreSDK_vc10_v1-8-1。
&&& 3.安装&OGRE App Wizard,将下好的
安装到OGRE SDK的安装目录即可。
&&& 4.好的,现在打开你的VS2010,新建项目就可以看得OGRE的工程模版了:
设置好之后点击“确定”:
点击Finish即可。最后,编译运行,效果如下图:
&&&& OGRE的配置到此完成,你已经可以开始OGRE的编程之旅了。
三、MyGUI编译
&&&& 将MyGUI_3.2.0.zip和MyGUIDependencies_MSVC_.zip解压到D:\Program Files\MyGUI目录下:
首先要编译一下FreeType,打开Dependencies/src目录下的VS工程,在Debug和Release模式下都编译一下。
注意:这步成功的话要在E:\MYGUI\MyGUIDependencies_MSVC_\Dependencies\lib\Debug中生成 2个lib文件:OIS.lib和freetype2311_D.lib;Release中也有2个lib文件:OIS.lib和freetype2311.lib。我编译的时候缺少freetype的lib,需要 从E:\MYGUI\MyGUIDependencies_MSVC_\Dependencies\src\freetype- 2.3.11\objs\win32\vc2005里面复制过来。&
&&&& 然后安装CMake,安装完成之后,打开cmake-gui.exe,在&Where is the sourc code&处选择你所安装的MyGUI的目录(我的是D:\Program Files\MyGUI\MyGUI_3.2.0),在“Where to build the binaries”处选择你要创建工程的目录,你可以自行选择,这里我选择了D:\Program Files (x86)\MyGUI。
&然后点击左下角的Configure,跳出一个对话框,在下拉框里选Visual Studio 10,点击Finish。
&&然后会如下图一样,参数框里都是红色。
没关系,再点一次左下角的Configure就行了:
最后点击左下角的Generate,就在D:\Program Files (x86)\MyGUI目录下生成了MyGUI的VS2010工程。
&&&& 在D:\Program Files (x86)\MyGUI目录中打开MYGUI.sln,进行编译,但是会报错找不到boost/thread/tss.hpp,这是因为没有在项目属性中的“包含目录”下加上OGRE SDK下的boost文件夹(我的是D:\Program Files (x86)\OgreSDK_vc10_v1-8-1\boost),还要在“附加库目录”中加上boost目录下的lib文件夹(我的是D:\Program Files (x86)\OgreSDK_vc10_v1-8-1\boost\lib),加上后就行了&。然后在Debug和Release模式下都编译一下,MyGUI的编译就完成了。
四、OGRE中使用MyGUI
&&&& 把D:\Program Files (x86)\MyGUI\sdk\bin\debug中的MyGUIEngine_d.dll文件copy到D:\Program Files (x86)\OgreSDK_vc10_v1-8-1\bin\debug下。
&&&& 在D:\Program Files (x86)\OgreSDK_vc10_v1-8-1\bin\debug中的resources_d.cfg里的【General】组下,加上MyGUI的MyGUI_Media的路径:“FileSystem=D:/Program Files/MyGUI/MyGUI_3.2.0/Media/MyGUI_Media”。
&&&& 在OGRE工程的属性中的“包含目录”中加上:
&&& (PathToMyGUI)\MyGUIEngine\include &&& (PathToMyGUI)\Platforms\Ogre\OgrePlatform\include & 在“附加库目录”中加上: &&& (PathToMyGUI)\lib\Release &&& (PathToMyGUI)\lib\Debug& & 在“附加依赖项”中加上: &&&& (Release模式)MyGUIEngine.lib MyGUI.OgrePlatform.lib &&&& (Debug模式)MyGUIEngine_d.lib MyGUI.OgrePlatform_d.lib
PathToMyGUI应该是D:\Program Files\MyGUI\MyGUI_3.2.0,而不是D:\Program Files(x86)\MyGUI\MyGUI_3.2.0。 & 然后就可以使用MyGUI了,我在OGRE工程向导生成的工程的createScene()函数中加入了如下代码: &&& MyGUI::Gui*&mGUI; &&& MyGUI::OgrePlatform*&mPlatform=&new MyGUI::OgrePlatform(); &&& mPlatform-&initialise(mWindow,&mSceneManager); &&& mGUI&=&new MyGUI::Gui();mGUI-&initialise(); &&& MyGUI::ButtonPtr&button=&mGUI-&createWidget&MyGUI::Button&(&Button&,10,10,300,26,MyGUI::Align::Default,&Main&); &&& button-&setCaption(&exit&); &&&当然还要加上头文件: &&& #include &MyGUI.h& &&&&#include &MyGUI_OgrePlatform.h&
&& 编译运行,效果如下图:&
楼主,我按照你的方法的一路下来没遇到什么障碍,但是最后把你提供的代码加到createScene函数里,编译也没问题,但是运行时没有显示buttonvoid OgreApp1::createScene(void){ MyGUI::Gui* mGUI; MyGUI::OgrePlatform* mPlatform= new MyGUI::OgrePlatform(); mPlatform-&initialise(mWindow, mSceneMgr); mGUI = new MyGUI::Gui(); mGUI-&initialise(); MyGUI::ButtonPtr button= mGUI-&createWidget&MyGUI::Button&(&Button&,50,50,300,26,MyGUI::Align::Default,&Main&); button-&setCaption(&exit&);
Ogre::Entity* ogreHead = mSceneMgr-&createEntity(&Head&, &ogrehead.mesh&);
Ogre::SceneNode* headNode = mSceneMgr-&getRootSceneNode()-&createChildSceneNode();
headNode-&attachObject(ogreHead);
// Set ambient light
mSceneMgr-&setAmbientLight(Ogre::ColourValue(0.5, 0.5, 0.5));
// Create a light
Ogre::Light* l = mSceneMgr-&createLight(&MainLight&);
l-&setPosition(20,80,50);}
[reply]tyxkzzf[/reply]你看下Mygui API 接口,或者看下示例。版本不同,相应接口有所变化。
[code=cpp]void OgreApp1::createScene(void){ MyGUI::Gui* mGUI; MyGUI::OgrePlatform* mPlatform= new MyGUI::OgrePlatform(); mPlatform-&initialise(mWindow, mSceneMgr); mGUI = new MyGUI::Gui(); mGUI-&initialise(); MyGUI::ButtonPtr button= mGUI-&createWidget&MyGUI::Button&(&Button&,50,50,300,26,MyGUI::Align::Default,&Main&); button-&setCaption(&exit&);
Ogre::Entity* ogreHead = mSceneMgr-&createEntity(&Head&, &ogrehead.mesh&);
Ogre::SceneNode* headNode = mSceneMgr-&getRootSceneNode()-&createChildSceneNode();
headNode-&attachObject(ogreHead);
// Set ambient light
mSceneMgr-&setAmbientLight(Ogre::ColourValue(0.5, 0.5, 0.5));
// Create a light
Ogre::Light* l = mSceneMgr-&createLight(&MainLight&);
l-&setPosition(20,80,50);}[/code]
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var cpro_id = "u1888441";Support and community documentation for Ogre3D
Welcome to the new Ogre Wiki!If you haven't done so already, be sure to visit the
to read about how the wiki works. Especially the
Backlinks...
Building Ogre With CMake
Getting Started With CMake
CMake Quick Start Guide
This section explains how to use CMake to build Ogre from source.
First you need to download the Ogre sources. You can get them - surprise! - from the . Stable, prepacked source releases can be found under the link &Download -& Source&. Alternatively you can get the sources from the Mercurial repository, see &Developers -& Mercurial& for that. Either way keep in mind that the CMake build system covered on this page was added in Ogre version 1.7 (Cthugha), so don't pick anything older than that.
If you downloaded a source archive, you need to unpack it somewhere. A checkout from svn will automatically create an Ogre source directory at the place of your choice. In addition to the source directory, you also need to decide on a build directory - this is the place where CMake will setup a build system for you and where all compiled object files will reside.
If you intend to build Ogre just once and then move on, you can pick any location. If, however, you plan on building Ogre several times, potentially with different configurations (static builds, threaded builds, ...), I recommend to adopt a directory layout similar to the following (but this is up to you):
Ogre (the root directory for Ogre building, somewhere on your disk)
Sources (Ogre sources of various releases)
Cthugha (Sources of current stable release)
trunk (Sources of SVN trunk)
Builds (CMake build directories)
Cthugha (Standard build of current stable release)
trunk (Standard build of SVN trunk)
trunk.static (Static build of SVN trunk)
For this step, you need to have downloaded and installed CMake. If you need instructions on that, look here:
Run CMake to prepare your build directory. Instructions are at the page linked above, but in quintessence: Start cmake-gui, then at the top select the build and source directory you want to use and click on &Configure&. You will then be asked about the build system
the default should be fine for most people.
Ogre offers a variety of build options you can configure with the help of cmake-gui. The default options provide a sensible default which will give you a build similar to the official SDK releases. Following is a list of available Ogre build options and their effect on the build process.
OGRE_BUILD_COMPONENT_PAGING - If enabled, Ogre's optional paging component will be built.
OGRE_BUILD_COMPONENT_PROPERTY - If enabled, Ogre's optional property component will be built.
OGRE_BUILD_COMPONENT_TERRAIN - If enabled, Ogre's optional paging terrain component will be built.
OGRE_BUILD_COMPONENT_OVERLAY - If enabled, Ogre's optional overlay component will be built.
OGRE_BUILD_COMPONENT_VOLUME - If enabled, Ogre's optional volume rendering component will be built.
OGRE_BUILD_COMPONENT_RTSHADERSYSTEM - If enabled, Ogre's optional runtime shader system component will be built.
OGRE_BUILD_PLATFORM_APPLE_IOS - If enabled, Ogre will be built for the iOS platform
OGRE_BUILD_PLATFORM_ANDROID - If enabled, Ogre will be built for the Android platform
OGRE_BUILD_PLATFORM_WINRT - If enabled, Ogre will be built for the Windows RT platform
OGRE_BUILD_PLATFORM_NACL - If enabled, Ogre will be built for Google's Native Client platform
OGRE_BUILD_PLUGIN_BSP - If enabled, the BSP SceneManager plugin will be built.
OGRE_BUILD_PLUGIN_CG - If enabled, the Cg ProgramManager plugin will be built. This requires that Nvidia's Cg compiler library was found by CMake.
OGRE_BUILD_PLUGIN_OCTREE - If enabled, the Octree SceneManager and Terrain SceneManager plugin will be built.
OGRE_BUILD_PLUGIN_PCZ - If enabled, the Portal Connected Zone SceneManager plugin will be built.
OGRE_BUILD_PLUGIN_PFX - If enabled, the ParticleFX plugin will be built.
OGRE_BUILD_RENDERSYSTEM_GL - If enabled, the OpenGL RenderSystem will be built.
OGRE_BUILD_RENDERSYSTEM_GL3Plus - If enabled, the OpenGL 3+ RenderSystem will be built.
OGRE_BUILD_RENDERSYSTEM_GLES - If enabled, the OpenGL ES RenderSystem will be built. This requires that CMake needs to have found the Open GL ES SDK.
OGRE_BUILD_RENDERSYSTEM_GLES2 - If enabled, the OpenGL ES 2 RenderSystem will be built. This requires that CMake needs to have found the Open GL ES SDK.
OGRE_BUILD_RENDERSYSTEM_D3D9 - If enabled, the Direct3D9 RenderSystem will be built. This requires a Windows platform, and CMake needs to have found the DirectX SDK.
OGRE_BUILD_RENDERSYSTEM_D3D11 - If enabled, the Direct3D11 RenderSystem will be built. This requires a Windows platform and a sufficiently recent DirectX SDK.
OGRE_BUILD_SAMPLES - If enabled, Ogre's samples will be built. All samples need the OIS library, so this option requires that OIS has been found by CMake. Additionally, some samples depend on CEGUI or specific plugins and might be skipped if those dependencies are not met.
OGRE_BUILD_TESTS - If enabled, Ogre library test cases will be built. This requires that the cppunit library was found by CMake.
OGRE_BUILD_TOOLS - If enabled, this will build Ogre's command line tools (MeshUpgrader and [[OgreXmlConverter|XMLConverter]]).
OGRE_CONFIG_ALLOCATOR - This option determines the allocator to use for Ogre's memory allocations. A value of 1 will use standard STL allocators, the default value 2 selects an allocator based on nedmalloc. The value 3 is needed for a user-provided allocator.
OGRE_CONFIG_CONTAINERS_USE_CUSTOM_ALLOCATOR - Enabling this option has Ogre use the custom allocator for internally used STL containers.
OGRE_CONFIG_DISABLE_DDS - If this option is set, then Ogre's DDS image codec will not be built.
OGRE_CONFIG_DISABLE_FREEIMAGE - If this option is set, the FreeImage image codecs will not be built. If this option is not set, then the FreeImage library needs to have been found by CMake.
OGRE_CONFIG_DOUBLE - Enabling this option makes Ogre use the double type instead of float.
OGRE_CONFIG_MEMTRACK_DEBUG - Setting this option enables Ogre's memory tracker in debug mode.
OGRE_CONFIG_MEMTRACK_RELEASE - Setting this option enables Ogre's memory tracker in release mode.
OGRE_CONFIG_NEW_COMPILERS - If enabled, Ogre will use the new script compilers. This is the default.
OGRE_CONFIG_STRING_USE_CUSTOM_ALLOCATOR - If enabled, Ogre::String will use the custom allocator. Be aware that in this case Ogre::String will be incompatible with std::string.
OGRE_CONFIG_THREADS - This setting determines Ogre's threading support. A value of 0 disables threading support. A setting of 1 enables full background resource loading, whereas a value of 2 enables only background resource preparation. Setting this to 1 does not work under Linux, using only modes 0 and 2 is recommended.
OGRE_DEPENDENCIES_DIR - Contains the directory where Ogre's dependencies can be found. This setting can be used to help CMake it is primarily important when using prebuilt dependencies for Windows / Mac platforms.
OGRE_FULL_RPATH - If enabled, then on Unix platforms installed program files will contain the full RPATH needed to run them. If disabled, only partial RPATH needed for the PCZ SceneManager is included. You can disable even that part by enabling CMAKE_SKIP_RPATH.
OGRE_INSTALL_DOCS - If enabled, Ogre documentation (manual and API reference) will be installed.
OGRE_INSTALL_MEDIA - If enabled, Ogre's sample media files will be installed.
OGRE_INSTALL_PLUGIN_HEADERS - If enabled, the headers of Ogre's plugins will be installed. Usually plugins are meant to be usable without explicitly linking to them, therefore headers are usually not required. There are, however, exceptional cases where you might need them.
OGRE_INSTALL_SAMPLES - If enabled, Ogre's samples will be installed. This requires that samples be built in the first place.
OGRE_INSTALL_SAMPLES_SOURCE - If enabled, the source code of Ogre's samples will be installed. Primarily targeted for official SDK packages.
OGRE_INSTALL_TOOLS - If enabled, the command line tools will be installed. This requires that they be built in the first place.
OGRE_STANDALONE_BUILD - An experimental option targeted for the Windows platform to pregenerate Visual S intended for official SDK packages.
OGRE_STATIC - Enabling this option will build Ogre and all of its components and plugins (as far as they are enabled) as static libraries.
OGRE_CONFIG_STATIC_LINK_CRT - Enabling this option will build Ogre with statically linked MS CRT dlls (msvcrt). This option is only available when compiling with the MS compiler. The default value is false for this option. Note: The OGRE dependencies will also need to be compiled with statically linked CRT - else the linker will fail with &...error LNK2005: _xxxx already defined in...&.
OGRE_LIB_DIRECTORY - You can use this option to select the library installation directory (such as /usr/lib64 for 64 bit architectures)
Choose options according to your wishes. In particular, disabling features you don't need will apparently reduce your compile time. Once you're satisfied, hit 'Configure' again in cmake-gui, then select 'Generate'. This will create a customised build system in your build directory, according to the options you just selected.
Of course you will need to have downloaded and installed CMake.
After that, head over to
and download the latest iOS dependencies package. Once it has finished downloading, double-click on the disc image to mount it. Copy the iOSDependencies folder to the root of the Ogre source tree. It should reside alongside folders such as OgreMain, Samples, Tests, PlugIns, etc.
The best way to configure for iOS is using Terminal. First change to the directory of the Ogre sources. Now create a build directory and change to it:
mkdir build && cd build
You need to run cmake from the build directory and provide it with the location of the build directory. If you followed the above guideline, then you can simply type:
cmake -D OGRE_BUILD_PLATFORM_APPLE_IOS=1 -G Xcode ..
CMake will now parse the scripts in the Ogre source tree. Watch the output, especially if all necessary dependencies have been found. If not, you might need to install the missing ones or provide their locations manually
A Xcode project has now been generated in the build directory, so to start the Ogre build, open OGRE.xcodeproj and build as usual.
To run samples on your device you will need to have a valid iOS Developer certificate installed. For each sample, double click on target in the Groups & Files list. Ensure that a valid identity is selected in the Code Signing Identity drop menu.
Also, because we can't tell CMake what Xcode project format you want, you will have to change it yourself. Open the Project Menu, choose Edit Project Settings. Click on the General tab in the settings window. Change Project Format to Xcode 3.1-compatible.
And another thing. You will need to manually set the Bundle Identifier property of the Info.plist file to match the App ID of the chosen code signing identity. This can be done from the Target Properties panel. It must match the bundle identifier of a valid developer certificate if you are building for devices.
If you are installing on an iPod / iPhone, see the first troubleshooting link:
Creating resource group Essential
Added resource location '/Users/taehyungkim/Documents/ogre_src_v1-7-1-2/Samples/Media/thumbnails' of type 'FileSystem' to resource group 'Essential'
Current language: currently c++
(gdb) continue
An exception has occurred: OGRE EXCEPTION(7:InternalErrorException): &path&/Media/packs/SdkTrays.zip - error whilst opening archive: Unable to read zip file. in ZipArchive::checkZzipError at &path&/OgreMain/src/OgreZip.cpp (line 280)
Looks like your app can't read the zip file. My guess is that your resources.cfg contains absolute paths to the resources and it's trying to load files that are outside the application bundle.
Change it to use absolute paths instead, like this:
Code: Select all
Zip=Media/packs/SdkTrays.zip
Advanced Search or Boolean SearchDefault search behaviorBy default, all search terms are optional.&It behaves like an OR logic.&Objects that contain the more terms are rated higher in the results and will appear first in their type. For example, wiki forum will find:objects that include both termsobjects that include the term wikiobjects that include the term forumRequiring termsAdd a plus sign ( + ) before a term to indicate that the term must appear in results.&Example: +wiki forum will find objects containing at least wiki. Objects with both terms and many occurences of the terms will appear first.Excluding termsAdd a minus sign ( - ) before a term to indicate that the term must not appear in the results.&To reduce a term's value without completely excluding it, .&Example: -wiki forum will find objects that do not contain wiki but contain forumGrouping termsUse parenthesis ( ) to group terms into subexpressions.&Example: +wiki +(forum blog) will find objects that contain wiki and forum or that contain wiki and blog in any order.Finding phrasesUse double quotes ( " " ) around a phrase to find terms in the exact order, exactly as typed.&Example: "Alex Bell" will not find Bell Alex or Alex G. Bell. Using wildcardsAdd an asterisk ( * ) after a term to find objects that include the root word. For example, run* will find:objects that include the term runobjects that include the term runnerobjects that include the term runningReducing a term's valueAdd a tilde ( ~ ) before a term to reduce its value indicate to the ranking of the results.&Objects that contain the term will appear lower than other objects (unlike the
which will completely exclude a term).&Example: +wiki ~forum will rate an object with only wiki higher that an object with wiki and
forum.Changing relevance valueAdd a less than ( & ) or greater than ( & ) sign before a term to change the term's contribution to the overall relevance value assigned to a object.&Example: +wiki +(&forum & blog) will find objects that contain wiki and forum or wiki and blog in any order. wiki forum will be rated higher.
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