Setup Ogre3D Project for Xcode
Outdated: Ogre3D 1.6
- Create a new Cocoa project
- Set Base SDK as 1.5 or 1.6
- In
Project/Resources
Group- Add the directory
/Media/
- Select the option that creates a single entry in the target’s Copy Bundle Resources (second option)
- Add the files
/media.cfg, /plugins.cfg, /resources.cfg
- Make sure these are added to the Copy Bundle Resources
- Add the directory
- Add the following linked frameworks to the
Project/Frameworks
Group- CEGUI.framework
- Cg.framework
- Ogre.framework
- OgreCEGUI.framework
- libois.a
- IOKit.framework
- Cocoa.framework
- 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
- Drag the following files into the folder
- Target Build Options (Select All Configurations)
- Architecture: i386
- This could be x86_64 if Ogre is recompiled under a 64-bit machine
- Framework Search Paths
$(SRCROOT)/ExternalFrameworks
- 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
- Library Search Paths
$(SRCROOT)/ExternalLibraries/release
- Architecture: i386
- Enable C++ code inside Objective-C
- Rename the class implementation file that is going to declare the Ogre3D instance to *.mm