Building CEGUI for latest OGRE - Cmake problems
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Building CEGUI for latest OGRE - Cmake problems
I've posted in another thread, but that one says "solved" and i think i got a different problem, too, so i thought i better create a new one
My problem is that in the latest Ogre trunk version, when configuring cmake, no option called OGRE_BUILD_CEGUIRENDERER will appear
I checked the cmake files and i noticed that CEGUI wouldnt be mentioned there, also no error message. that the cegui lib wasnt found, would appear, so maybe the latest version just doesn't offer the option to compile the CEGUIrenderer anymore? which i cannot believe however...
any ideas?
My problem is that in the latest Ogre trunk version, when configuring cmake, no option called OGRE_BUILD_CEGUIRENDERER will appear
I checked the cmake files and i noticed that CEGUI wouldnt be mentioned there, also no error message. that the cegui lib wasnt found, would appear, so maybe the latest version just doesn't offer the option to compile the CEGUIrenderer anymore? which i cannot believe however...
any ideas?
CrazyEddie: "I don't like GUIs"
- jacmoe
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Re: Building CEGUI for latest OGRE - Cmake problems
It doesn't.
However, CEGUI does have an Ogre renderer. Just build it.
I did, and it works with latest Ogre SVN trunk.
However, CEGUI does have an Ogre renderer. Just build it.
I did, and it works with latest Ogre SVN trunk.
Re: Building CEGUI for latest OGRE - Cmake problems
I've tried to compile the latest CEGUI with Ogre trunk and I could'nt manage to achieve it because CEGUI configuration won't detect my installed Ogre 1.7. I had both Ogre and CEGUI installed before, with Ogre 1.6.4. Could someone tell me what have i to do to make CEGUI configuration process detect my Ogre? I'm using Debian Linux. Thanks.
- CrazyEddie
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Re: Building CEGUI for latest OGRE - Cmake problems
Hi, and welcome
It seems that the Ogre devs have removed and are no longer using the .pc package config file used to detect installed libraries. Which basically means you may have to point the configure script to the correct location of the Ogre headers and libs by way of the Ogre_CFLAGS and Ogre_LIBS variables.
I'm not sure why they did this. I know they've removed the autotools build system, though pkgconfig is not really a part of that, so all they've done by removing this is make things more difficult for no reason. Of course, they may be providing some alternative which I did not see
CE.
It seems that the Ogre devs have removed and are no longer using the .pc package config file used to detect installed libraries. Which basically means you may have to point the configure script to the correct location of the Ogre headers and libs by way of the Ogre_CFLAGS and Ogre_LIBS variables.
I'm not sure why they did this. I know they've removed the autotools build system, though pkgconfig is not really a part of that, so all they've done by removing this is make things more difficult for no reason. Of course, they may be providing some alternative which I did not see
CE.
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Re: Building CEGUI for latest OGRE - Cmake problems
I'm pretty sure they still have the package config files. I know the CMake build is still kind of new, maybe its just not working correctly at the moment . They should be generated during the build from the .in files http://ogre.svn.sourceforge.net/viewvc/ ... Templates/
Re: Building CEGUI for latest OGRE - Cmake problems
Thank you CE. That solved my problem and I'm starting to try CEGUI. See you.
- CrazyEddie
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Re: Building CEGUI for latest OGRE - Cmake problems
@mukik182:
Glad you got it to work.
@emarcotte:
Thanks for the info. That does indeed look like the Ogre guys are / will still be providing those package config files - even if perhaps maybe at the moment they're still a work in progress - I don't know if they are or not, I did not actually test at the moment since I'm still using 1.6.something
CE.
Glad you got it to work.
@emarcotte:
Thanks for the info. That does indeed look like the Ogre guys are / will still be providing those package config files - even if perhaps maybe at the moment they're still a work in progress - I don't know if they are or not, I did not actually test at the moment since I'm still using 1.6.something
CE.
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Re: Building CEGUI for latest OGRE - Cmake problems
CrazyEddie wrote:Hi, and welcome
It seems that the Ogre devs have removed and are no longer using the .pc package config file used to detect installed libraries. Which basically means you may have to point the configure script to the correct location of the Ogre headers and libs by way of the Ogre_CFLAGS and Ogre_LIBS variables.
I'm not sure why they did this. I know they've removed the autotools build system, though pkgconfig is not really a part of that, so all they've done by removing this is make things more difficult for no reason. Of course, they may be providing some alternative which I did not see
CE.
Because back then no one in this forum was willing / could help me (with eddie being away at the time), i asked in the ogre forum where jacmoe was so nice to give me some hints on what to do.
After that i managed to build the renderer from CEGUI side and created an (as i think) easily understandable step by step guide
i forgot about this thread due to the general absence of help in these forums at that time, but now i built cegui again for the latest 1.7 RC 1 version and remembered it, so here is the link also for this thread:
http://www.ogre3d.org/wiki/index.php/Building_CEGUI
I think you could copy the contents into a similar page in the CEGUI wiki or just link to this wiki article there, might be helpful to some.
CrazyEddie: "I don't like GUIs"
- CrazyEddie
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Re: Building CEGUI for latest OGRE - Cmake problems
Hi,
Thanks for following up.
Btw, the Wiki is supposed to be a community driven effort and your forum account details will also log you into the Wiki; please feel free to copy that article there - perhaps with attribution as regards to it's origin - if you believe others will find it useful
Thanks,
CE.
Thanks for following up.
Btw, the Wiki is supposed to be a community driven effort and your forum account details will also log you into the Wiki; please feel free to copy that article there - perhaps with attribution as regards to it's origin - if you believe others will find it useful
Thanks,
CE.
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Re: Building CEGUI for latest OGRE - Cmake problems
Done it.
http://www.cegui.org.uk/wiki/index.php/ ... reRenderer
It's basically identical to the Ogre wiki version, just changing some stuff and referencing to the ogre wiki version of the article.
Also added a link to the article in the building section of the cegui wiki.
http://www.cegui.org.uk/wiki/index.php/ ... reRenderer
It's basically identical to the Ogre wiki version, just changing some stuff and referencing to the ogre wiki version of the article.
Also added a link to the article in the building section of the cegui wiki.
CrazyEddie: "I don't like GUIs"
- CrazyEddie
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Re: Building CEGUI for latest OGRE - Cmake problems
Great, thanks a lot
CE.
CE.
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Re: Building CEGUI for latest OGRE - Cmake problems
I would like to point out to people having trouble with configure finding OIS that setting relevant OIS variables (OIS_CFLAGS and OIS_LIBS for the headers and libraries respectively) solved the problem for me. I hope this may help someone with this (very specific) problem.
Re: Building CEGUI for latest OGRE - Cmake problems
Ident wrote:CrazyEddie wrote:Hi, and welcome
It seems that the Ogre devs have removed and are no longer using the .pc package config file used to detect installed libraries. Which basically means you may have to point the configure script to the correct location of the Ogre headers and libs by way of the Ogre_CFLAGS and Ogre_LIBS variables.
I'm not sure why they did this. I know they've removed the autotools build system, though pkgconfig is not really a part of that, so all they've done by removing this is make things more difficult for no reason. Of course, they may be providing some alternative which I did not see
CE.
Because back then no one in this forum was willing / could help me (with eddie being away at the time), i asked in the ogre forum where jacmoe was so nice to give me some hints on what to do.
After that i managed to build the renderer from CEGUI side and created an (as i think) easily understandable step by step guide
i forgot about this thread due to the general absence of help in these forums at that time, but now i built cegui again for the latest 1.7 RC 1 version and remembered it, so here is the link also for this thread:
http://www.ogre3d.org/wiki/index.php/Building_CEGUI
I think you could copy the contents into a similar page in the CEGUI wiki or just link to this wiki article there, might be helpful to some.
I tried to build the new CEGUI version with the new Ogre version and I have some questions about the build.
In your example, do I have to build Ogre first, or do I do all your steps and then build Ogre?
OGRE_PATHS = { ".../Visual Studio 2008/Projects/Ogre 1.7/Ogre/VCBuild/sdk", "include/OGRE", "lib" }
OIS_PATHS = { ".../Visual Studio 2008/Projects/Ogre 1.7/Ogre/VCBuild/sdk", "include/OIS", "lib" }
These paths, I don't really understand where they have to point to. Do they have to point to the folder where the .lib files of Ogre and OIS are or where the header files are?
Build the CEGUIOgreRenderer in Debug and Release mode, copy the CEGUIBase and CEGUIOgreRenderer .dll and .lib files as well as the CEGUI include folder and there you go, you're done!
Where do I have to copy these things to? Don't I just have to make my project point to the folders where the .lib and .h files are and only copy the .dll files to where my executable is?
Sorry for the stupid question.
Thanks in advance!
- CrazyEddie
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Re: Building CEGUI for latest OGRE - Cmake problems
You should build Ogre and any other dependencies of CEGUI first, and then build CEGUI - this is because you can't build CEGUI before it's dependencies are built
These paths should point to where the Ogre and OIS libraries and headers are located. These lines allow the specification of a 'base' location and then sub locations for the headers and libraries. For example:
specifies a base of:
a header sub location of:
and a library sublocation of:
and this results in the build process having the location:
added to the header search path, and:
added to the library search path for linking.
Note that you may also need additional paths, to point to the boost headers and libs.
You can copy them where ever is appropriate for your environment If you're happier not copying them around, and instead pointing the compiler to the right place(s), then do that - the only exception is, as you rightly say, the DLLs and such need to be accessible at runtime, so need to be on the path or in the working directory...
CE
Code: Select all
OGRE_PATHS = { ".../Visual Studio 2008/Projects/Ogre 1.7/Ogre/VCBuild/sdk", "include/OGRE", "lib" }
OIS_PATHS = { ".../Visual Studio 2008/Projects/Ogre 1.7/Ogre/VCBuild/sdk", "include/OIS", "lib" }
These paths should point to where the Ogre and OIS libraries and headers are located. These lines allow the specification of a 'base' location and then sub locations for the headers and libraries. For example:
Code: Select all
OGRE_PATHS = { ".../Visual Studio 2008/Projects/Ogre 1.7/Ogre/VCBuild/sdk", "include/OGRE", "lib" }
specifies a base of:
Code: Select all
.../Visual Studio 2008/Projects/Ogre 1.7/Ogre/VCBuild/sdk
a header sub location of:
Code: Select all
include/OGRE
and a library sublocation of:
Code: Select all
lib
and this results in the build process having the location:
Code: Select all
.../Visual Studio 2008/Projects/Ogre 1.7/Ogre/VCBuild/sdk/include/OGRE/
added to the header search path, and:
Code: Select all
.../Visual Studio 2008/Projects/Ogre 1.7/Ogre/VCBuild/sdk/lib/
added to the library search path for linking.
Note that you may also need additional paths, to point to the boost headers and libs.
Where do I have to copy these things to? Don't I just have to make my project point to the folders where the .lib and .h files are and only copy the .dll files to where my executable is?
You can copy them where ever is appropriate for your environment If you're happier not copying them around, and instead pointing the compiler to the right place(s), then do that - the only exception is, as you rightly say, the DLLs and such need to be accessible at runtime, so need to be on the path or in the working directory...
CE
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