![]() Then, download the Orbiter 2010-P1 MSI Installer from here. Instead, however, I think it is useful to more people to learn how to actually set up software using Wineskin.įirst, download Wineskin Winery. I could simply supply the Wineskin Wrapper I’ve made here for you to download (minus Orbiter, which I wouldn’t be allowed to distribute without permission). For this how-to, I’m using Mac OS X Mavericks, Orbiter 2010-P1, and Wineskin Winery 1.7. However, using Wineskin Winery, it is not too difficult to install on Mac OS X. Orbiter Space Flight Simulator uses Direct3D (7) and so is not strictly compatible with any operating system other than Windows. Now, to test to see if it works, copy GLFW’s sample code from here into your main.cpp, then build and run. Your Build Phases pages should now look like this: The usr folder will now show up in the file open dialog for easily selecting the library. Now, make the /usr/ folder a favorite as described in this post. The workaround is to download TinkerTool, and select “Show hidden and system files,” then click “Relaunch Finder.” In the framework add dialog box that pops up, click “Add Other.” Now this is a bit tricky, because the OS X file open dialog won’t allow you to select the /usr/ folder by default. Add each of these in turn by finding them alphabetically or typing them in the search box.įinally, add the GLFW library (libglfw3.a, located in the /usr/local/lib/ directory). We must also add several libraries (frameworks) required by GLFW: Cocoa, OIKit, and CoreVideo. (You may type “OpenGL” in the search on the dialog box that comes up to quickly find it.) Under “Link Binary with Libraries,” we must add the appropriate libraries necessary for OpenGL and GLFW to function. Similarly, under library search paths, add With your project selected in the Project Navigator pane, select the “Build Settings” tab. The first step is to link the search paths for the libraries and header files. Select “OS X Application” and “Command Line Tool.” Name the project whatever you like and save it somewhere. To now use the libraries, start a new XCode project. The header files will be placed under a GLFW directory in Run cmake (if not already installed, install it!): Open a terminal and cd to the extracted directory.
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