Removed the model build step from CMakeLists.txt. Instead added binary models directly to the repository.
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OgreImporter ../SourceAssets/Jack.mesh.xml Data/Models/Jack.mdl -a
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OgreImporter ../SourceAssets/Level.mesh.xml Data/Models/Level.mdl
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OgreImporter ../SourceAssets/Mushroom.mesh.xml Data/Models/Mushroom.mdl
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OgreImporter ../SourceAssets/Ninja.mesh.xml Data/Models/Ninja.mdl -a
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OgreImporter ../SourceAssets/Potion.mesh.xml Data/Models/Potion.mdl
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OgreImporter ../SourceAssets/SnowBall.mesh.xml Data/Models/SnowBall.mdl
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OgreImporter ../SourceAssets/SnowCrate.mesh.xml Data/Models/SnowCrate.mdl
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@ -101,25 +101,6 @@ endmacro ()
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macro (finalize_lib)
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endmacro ()
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# Macro for model asset compilation
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macro (add_model NAME PARAMETERS)
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if (IOS)
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add_custom_command (
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OUTPUT ../../Bin/Data/Models/${NAME}.mdl
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COMMAND ../../Bin/OgreImporter ${NAME}.mesh.xml ../../Bin/Data/Models/${NAME}.mdl ${PARAMETERS}
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DEPENDS ${NAME}.mesh.xml
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)
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else ()
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add_custom_command (
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OUTPUT ../../Bin/Data/Models/${NAME}.mdl
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COMMAND ../../Bin/OgreImporter ${NAME}.mesh.xml ../../Bin/Data/Models/${NAME}.mdl ${PARAMETERS}
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DEPENDS OgreImporter ${NAME}.mesh.xml
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)
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endif ()
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set (ALL_MODELS ${ALL_MODELS} ../../Bin/Data/Models/${NAME}.mdl)
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endmacro ()
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# Add SDL as a global include directory
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include_directories (ThirdParty/SDL/include)
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@ -138,7 +119,6 @@ add_subdirectory (Engine/Resource)
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add_subdirectory (Engine/Scene)
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add_subdirectory (Engine/Script)
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add_subdirectory (Engine/UI)
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add_subdirectory (SourceAssets/Models)
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add_subdirectory (ThirdParty/AngelScript)
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add_subdirectory (ThirdParty/Bullet)
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add_subdirectory (ThirdParty/FreeType)
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@ -34,10 +34,10 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
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2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like. For gcc, execute make (by default, cmake_gcc.sh specifies to make a RelWithDebInfo build.)
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The build process will also convert models from the SourceAssets directory into Bin/Data/Models. After the build is complete, the programs can be run from the Bin directory.
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When using Xcode on Mac OS X, select the i386 architecture before building. Compiling Urho3D as 64-bit is not supported.
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After the build is complete, the programs can be run from the Bin directory.
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To run from the Visual Studio debugger, set the Urho3D project as the startup project and enter its relative path and filename into Properties -> Debugging -> Command: ..\\Bin\\Urho3D.exe. Additionally, entering -w into Debugging -> Command Arguments is highly recommended. This enables startup in windowed mode: without it running into an exception or breakpoint will be obnoxious as the mouse cursor will likely be hidden.
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To actually make Urho3D.exe do something useful, it must be supplied with the name of the script file it should load and run. You can try for example the following arguments: Scripts/TestScene.as -w
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@ -46,7 +46,7 @@ To make the Urho3D examples start faster on Windows & Direct3D9 mode, run Compil
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\section Building_Android Android build process
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First build desktop Urho3D to make sure the models from the SourceAssets directory are converted. Then copy Bin/Data and Bin/CoreData directories to the Android/assets directory. Finally execute the following commands in the Android directory:
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First copy Bin/Data and Bin/CoreData directories to the Android/assets directory (you can use the provided batch file CopyData.bat.) Next, execute the following commands in the Android directory:
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- android update project -p . (only needed on the first time)
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- ndk-build
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@ -64,7 +64,7 @@ By default the Android package for Urho3D is com.googlecode.urho3d. For a real a
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\section Building_Ios iOS build process
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First build desktop Urho3D to generate the OgreImporter utility into the Bin directory. Then run cmake_ios.sh. This generates an Xcode project named Urho3D.xcodeproj.
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Run cmake_ios.sh. This generates an Xcode project named Urho3D.xcodeproj.
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Open the Xcode project and check the properties for the Urho3D project (topmost in the Project Navigator.) In Architectures -> Base SDK, choose your iOS SDK. In Code Signing, enter your developer identity as necessary.
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17
Readme.txt
17
Readme.txt
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@ -125,11 +125,7 @@ Mac OS X.
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For gcc, execute make (by default, cmake_gcc.sh specifies to make a
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RelWithDebInfo build.)
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The build process will also convert models from the SourceAssets directory into
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Bin/Data/Models. After the build is complete, the programs can be run from the
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Bin directory.
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When using Xcode on Mac OS X, select the i386 architecture before building.
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When using Xcode on Mac OS X, select the i386 architecture before building.
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Compiling Urho3D as 64-bit is not supported.
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After the build is complete, the programs can be run from the Bin directory.
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@ -152,10 +148,9 @@ CompileAllShaders.bat from the Bin directory first.
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Android build process
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---------------------
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First build desktop Urho3D to make sure the models from the SourceAssets
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directory are converted. Then copy Bin/Data and Bin/CoreData directories to the
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Android/assets directory. Finally execute the following commands in the Android
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directory:
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First copy Bin/Data and Bin/CoreData directories to the Android/assets directory
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(you can use the provided batch file CopyData.bat.) Next, execute the following
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commands in the Android directory:
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- android update project -p . (only needed on the first time)
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- ndk-build
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@ -182,9 +177,7 @@ name has to be replaced in several files:
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iOS build process
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-----------------
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First build desktop Urho3D to generate the OgreImporter utility into the Bin
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directory. Then run cmake_ios.sh. This generates an Xcode project named
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Urho3D.xcodeproj.
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Run cmake_ios.sh. This generates an Xcode project named Urho3D.xcodeproj.
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Open the Xcode project and check the properties for the Urho3D project (topmost
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in the Project Navigator.) In Architectures -> Base SDK, choose your iOS SDK.
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@ -1,11 +0,0 @@
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SET (ALL_MODELS)
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add_model (Jack "-a")
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add_model (Level "")
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add_model (Mushroom "-a")
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add_model (Ninja "-a")
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add_model (Potion "")
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add_model (SnowBall "")
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add_model (SnowCrate "")
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add_custom_target (Models ALL DEPENDS ${ALL_MODELS})
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