From 1a1f3c3e96498be4a0b22435b9573c5d92d93b23 Mon Sep 17 00:00:00 2001 From: Jonathan Commins Date: Sat, 18 Nov 2017 15:07:04 +0700 Subject: [PATCH] Change XCode to Xcode, again --- Compile-for-OSX.md | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/Compile-for-OSX.md b/Compile-for-OSX.md index 582eb00..cf733c2 100644 --- a/Compile-for-OSX.md +++ b/Compile-for-OSX.md @@ -6,7 +6,7 @@ _Steps:_ 1) Get a Mac with OSX version 10.11.3. -2) Install *Apple Developer Tools*. Those tools include XCode, in our case version 7.2.1. +2) Install *Apple Developer Tools*. Those tools include Xcode, in our case version 7.2.1. 3) Install GLFW3 library @@ -31,25 +31,25 @@ _Steps:_ ``` - If everything worked ok, `libraylib.a` should be created in `raylib-master/release/osx` folder. -5) Add generated libraries (raylib, glfw3) to XCode project. -- Create a new XCode project using `Command Line Tool`. Make sure selected language is C. +5) Add generated libraries (raylib, glfw3) to Xcode project. +- Create a new Xcode project using `Command Line Tool`. Make sure selected language is C. - Once project created and open, Mouse click over the project main folder in the left project-navigation panel. It should appear `Build Phases` window, just enter and select `Link Binary With Libraries`. There you should add project libraries: - To add OpenGL and OpenAL: Click on + and add OpenGL.framework and OpenAL.framework - To add raylib: Click on + and `Add Other...`, look for `libraylib.a` file created previously, it should be in folder `raylib-master/release/osx` (make sure library has been created in that folder). - To add GLFW3: Click on + and `Add Other...`, look for folder `/usr/local/lib` and look for file `libglfw3(version).dylib`. -- Make sure XCode finds `raylib.h`: Go to `Build Settings > Search Paths` and add raylib header folder (`raylib-master/src`) to `Header Search Paths` -- Make sure XCode finds `libraylib.a`: Go to `Build Settings > Search Paths` and add raylib library folder (`raylib-master/release/osx`) to `Library Search Paths`. +- Make sure Xcode finds `raylib.h`: Go to `Build Settings > Search Paths` and add raylib header folder (`raylib-master/src`) to `Header Search Paths` +- Make sure Xcode finds `libraylib.a`: Go to `Build Settings > Search Paths` and add raylib library folder (`raylib-master/release/osx`) to `Library Search Paths`. 6) raylib should work correctly. To make sure, just go to [official raylib page](http://www.raylib.com) and check the different examples available. Just copy the code into `main.c` file and run it with Run button or ⌘R. _NOTES:_ - It seems there is a problem with HiDPI displays, in that case, app Window appears smaller. Solution is just moving a bit the Window and it should get scaled automatically. -- Examples resources should be placed in the folder where XCode generates the product. +- Examples resources should be placed in the folder where Xcode generates the product. _Tutorial written by Aleix Rafegas and translated to English by Ray_ -# Without XCode +# Without Xcode 1) Install GLFW3 library