CMake: update cmake.txt documentation to remove some old information and link
to the wiki for detailed cmake build setup instructions.
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@@ -7,12 +7,9 @@
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1. Introduction
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2. Obtaining CMake
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3. Obtaining Dependencies
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4. Deciding on a Build Environment
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5. Configuring the build for the first time
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6. Configuring the build after SVN updates
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7. Specify alternate Python library versions and locations
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3. Building Blender
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4. Generic Setup
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5. Configuring the build after SVN updates
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1. Introduction
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---------------
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@@ -28,36 +25,17 @@
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The website also contains some documentation on CMake usage but I found
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the man page alone pretty helpful.
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3. Obtaining Dependencies
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-------------------------
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3. Building Blender
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-------------------
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Check from the page
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http://www.blender.org/cms/Getting_Dependencies.135.0.html that you
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have all dependencies needed for building Blender. Note that for
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windows many of these dependencies already come in the lib/windows
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module from SVN.
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Building Blender requires obtaining a compiler, library dependencies,
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and correct setup depending on the system. For details on how to set
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up a build on various operating systems, see the wiki documentation:
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4. Deciding on a Build Environment
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----------------------------------
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http://wiki.blender.org/index.php/Dev:Doc/Building_Blender
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To build Blender with the CMake scripts you first need to decide which
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build environment you feel comfortable with. This decision will also be
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influenced by the platform you are developing on. The current implementation
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have been successfully used to generate build files for the following
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environments:
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1. Microsoft Visual Studio 2008. There is a free version available
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at http://http://www.microsoft.com/visualstudio/en-us/products/2008-editions/express
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2. Xcode on Mac OSX
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3. Unix Makefiles (On Linux and Mac OSX): CMake actually creates make
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files which generates nicely color coded output and a percentage
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progress indicator.
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5. Configuring the build for the first time
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-------------------------------------------
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4. Generic Setup
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----------------
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CMake allows one to generate the build project files and binary objects
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outside the source tree which can be pretty handy in working and experimenting
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@@ -113,42 +91,14 @@
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It is also possible to use the commandline of 'cmake' to override certain
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of these settings.
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6. Configuring the build after SVN updates
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5. Configuring the build after SVN updates
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------------------------------------------
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The $BLENDERBUILD directory maintains a file called CMakeCache.txt which
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remembers the initial run's settings for subsequent generation runs. After
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every SVN update it may be a good idea to rerun the generation before building
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Blender again. Just rerun the original 'cmake' run to do this, the settings
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will be remembered. For the example above the following will do after every
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'svn up':
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% cmake -G Xcode $BLENDERSOURCE
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7. Specify alternate Python library versions and locations
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----------------------------------------------------------
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The commandline can be used to override detected/default settings, e.g:
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On Unix:
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cmake -D PYTHON_LIBRARY=/usr/local/lib/python3.2/config/libpython3.2.so -D PYTHON_INCLUDE_DIR=/usr/local/include/python3.2 ../blender
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On Macs:
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cmake -D PYTHON_INCLUDE_DIRS=/System/Library/Frameworks/Python.framework/Versions/3.2/include/python3.2 -G Xcode ../blender
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Mote that this should only be needed once per build directory generation because it will keep the overrides in CMakeCache.txt for subsequent runs.
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To be continued...
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TODO's
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------
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1. Get CMake to create proper distribution directories for the various platforms
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like scons does.
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2. Investigate the viability of using CPack to package installs automatically.
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3. Refine this document and write detailed developer's document.
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4. Make sure all options (ffmpeg, openexr, quicktime) has proper CMake support
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on the various platforms.
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SVN updates that contain changes to the build system, rebuilding Blender will
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automatically invoke CMake to regenerate the CMakeCache.txt and other files
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as needed.
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/Jacques Beaurain (jbinto)
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