Updated the readme section on building OSX.

Not sure whether this should also go in the xml file in the doc directory.
If so, what editor should I use?
Maarten
This commit is contained in:
Maarten Gribnau
2002-12-16 22:43:27 +00:00
parent eb12ae40dc
commit 00ef6591d2

78
README
View File

@@ -84,18 +84,69 @@ www.blender.org
----------------------Mac OSX TIPS--------------------------------------
Now before you go to the source directory, make sure you have installed the
external libraries that Blender depends upon. Here is a description of the
things you need.
When building Blender on OSX you have three choices:
METHOD 1. Build using the old NaN Makefiles.
METHOD 2. Build using the new automake/autoconf files
METHOD 3. Use the Project Builder project
FINK:
Use fink (http://fink.sourceforge.net/) to install the following libraries that
Blender depends on:
METHOD 1 and 3
The first 4 steps are th same for methods 1 and 3. Only the actual Blender
build step number 5 is different.
Step1:
If you want to follow method 1 and 3, follow the instructions above to set the
environment variables. You don't need to edit the Makefiles. They should work
out of the box in combinations with some external libraries that should be on
your system in a fixed location.
Step 2:
You can use the package installer fink (http://fink.sourceforge.net/) for some
of the external libraries:
1. openssl (fink install openssl)
2. jpeg (fink install jpeg)
3. png (fink install png)
PYTHON:
Step 3:
The rest of the external libraries are present in CVS in binary format so you
don't have to download them. Precompiled libraries are found in CVS in
directory:
$NANBLENDERHOME/lib/darwin-6.1-powerpc
If you are not running on a darwing kernel 6.1 (which is likely if you auto-
update your system, you might want to add a symbolic link in the
$NANBLENDERHOME/lib/ directory. For example, if you work on a 6.2 kernel:
ln -s darwin-6.1-powerpc darwin-6.2-powerpc
Step 4:
Start the build process by building Blender's "intern" libraries. Navigate to
$NANBLENDERHOME/intern and type make. This will build the intern libaries which
will be installed into the $NANBLENDERHOME/lib/darwin-6.1-powerpc (thanks to
the symbolic link).
Now you can choose how to build Blender itself; using the Makefiles or the
Project Builder project.
Step 5 METHOD 1:
Navigate to $NANBLENDERHOME/source and type make.
Step 5 METHOD 3:
The project Builder project can be found in the directory:
$NANBLENDERHOME/projectfiles/pb_2_0_1
Start Project Builder open the blender.pbproj project, choose a target (blender
or player) and build.
Step 6:
Although the Makefiles in the intern directory run ranlib on the libraries
built, the gcc linker complains about ranlib not being run. Until there is a
solution, you will need to run ranlib by hand once in a while when the make
breaks. Luckily, the error message lists the full path of the file to run
ranlib on... Anybody out there with a real solution? I guess the problem arises
from copying the files from one location to the other...
BUILDING EXTERNAL LIBRARIES
If you don't want to use the precompiled libraries you can download and/or
build them yourself. Here are some directions.
PYHON:
Mac OSX 10.2 (Jaguar) now comes with Python (2.2.1) pre-installed. This is fine
for producing the "frozen" Python code found in the intern directory. However,
the installation does not contain the python library to link against (at least
@@ -120,15 +171,10 @@ archive contains header files and a library. Copy those to these directories
$NANBLENDERHOME/lib/darwin-6.1-powerpc/fmod/include
$NANBLENDERHOME/lib/darwin-6.1-powerpc/fmod/lib
RANLIB:
Although the make files run ranlib on the libraries built, the gcc linker
complains about ranlib not being run. Until there is a solution, you will need
to run ranlib by hand once in a while when the make breaks. Luckily, the error
message lists the full path of the file to run ranlib on... Anybody out there
with a real solution? I guess the problem arises from copying the files from
one location to the other...
Now wait, don't type make yet! You'll have to edit a config file of ODE first.
ODE:
Ode is currently included in the source tree of Blender. This might change in
the close future. But for now you don't need to download Ode.
If you want to build ODE yourself, you'll have to edit a config file of ODE first.
go to $NANBLENDERHOME/source/ode/config and edit the file "user-settings" so
that platform is equal to osx (PLATFORM=osx).