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Solutions Log

October 6th 2009

Setup Ogre3D Project for Xcode

Outdated: Ogre3D 1.6

  1. Create a new Cocoa project
  2. Set Base SDK as 1.5 or 1.6
  3. In Project/Resources Group
    1. Add the directory /Media/
      • Select the option that creates a single entry in the target’s Copy Bundle Resources (second option)
    2. Add the files /media.cfg, /plugins.cfg, /resources.cfg
      • Make sure these are added to the Copy Bundle Resources
  4. Add the following linked frameworks to the Project/Frameworks Group
    • CEGUI.framework
    • Cg.framework
    • Ogre.framework
    • OgreCEGUI.framework
    • libois.a
    • IOKit.framework
    • Cocoa.framework
  5. Right-click on the target and select Add->New Build Phase->New Copy Files Build Phase
    • Drag the following files into the folder
      • CEGUI.framework
      • Cg.framework
      • Ogre.framework
      • OgreCEGUI.framework
      • libois.a
  6. Target Build Options (Select All Configurations)
    1. Architecture: i386
      • This could be x86_64 if Ogre is recompiled under a 64-bit machine
    2. Framework Search Paths
      • $(SRCROOT)/ExternalFrameworks
    3. Header Search Paths
      • $(SRCROOT)/ExternalFrameworks/Ogre.framework/Headers
      • $(SRCROOT)/ExternalIncludes/OIS
        • OIS needs to have a root directory of OIS, which is why this path has subdirectory called OIS
      • $(SRCROOT)/ExternalFrameworks/CEGUI.framework/Headers
      • $(SRCROOT)/ExternalIncludes/Samples
        • Required for OgreCEGUIRenderer.h
    4. Library Search Paths
      • $(SRCROOT)/ExternalLibraries/release
  7. Enable C++ code inside Objective-C
    1. Rename the class implementation file that is going to declare the Ogre3D instance to *.mm