mirror of
https://github.com/raysan5/raylib.git
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Remove GLFW build instructions
@ -1,4 +1,4 @@
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## Building Library
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## Building Library with Xcode
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This guide has been written using the following software:
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- OSX El Capitan (10.11.3)
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@ -37,12 +37,11 @@ _Steps:_
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```
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- If everything worked ok, `libraylib.a` should be created in `raylib-master/release/osx` folder.
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5) Add generated libraries (raylib, glfw3) to Xcode project.
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5) Add generated libraries (raylib) to Xcode project.
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- Create a new Xcode project using `Command Line Tool`. Make sure selected language is C.
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- 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:
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- To add OpenGL and OpenAL: Click on + and add OpenGL.framework and OpenAL.framework
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- To add OpenGL: Click on + and add OpenGL.framework
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- 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).
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- To add GLFW3: Click on + and `Add Other...`, look for folder `/usr/local/lib` and look for file `libglfw3(version).dylib`.
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- Make sure Xcode finds `raylib.h`: Go to `Build Settings > Search Paths` and add raylib header folder (`raylib-master/src`) to `Header Search Paths`
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- 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`.
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@ -63,28 +62,7 @@ Building statically means you can run this application on other machines with ea
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1. From the command line:
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`export MACOSX_DEPLOYMENT_TARGET=10.9`
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2. Build glfw (With the export command above it will now run on older macs)
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By default it builds a dynamic library, and we want static so we need to download the repository from github, and use a special cmake modifier:
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````
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git clone https://github.com/glfw/glfw.git
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cd glfw
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cmake -DBUILD_SHARED_LIBS=OFF
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make
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````
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Now, in the src folder of the glfw folder there should be a file called "libglfw3.a"
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Confirm that this build matches the version number:
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`otool -l libglfw3.a`
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You should see a lot of stuff but scan for this:
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````
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cmd LC_VERSION_MIN_MACOSX
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cmdsize 16
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version 10.9
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````
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Okay you're good. Copy glfw/src/libglfw3.a to the folder of your project for easy access.
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3. Build raylib (Again, this is so the export line takes affect)
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2. Build raylib (Again, this is so the export line takes affect)
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````
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git clone https://github.com/raysan5/raylib.git
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@ -97,7 +75,7 @@ copy raylib/src/libs/osx/libraylib.a to your project.
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4. Build your project!
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```
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clang -framework OpenAL -framework CoreVideo -framework IOKit -framework Cocoa -framework GLUT -framework OpenGL libraylib.a libglfw3.a my_app.c -o my_app
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clang -framework CoreVideo -framework IOKit -framework Cocoa -framework GLUT -framework OpenGL libraylib.a my_app.c -o my_app
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```
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Check for warnings! This can tell you if a library you're linking to was not built for OSX 10.9, in which case you'll need to rebuild that too.
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@ -105,10 +83,6 @@ Check for warnings! This can tell you if a library you're linking to was not bui
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Check otool one last time for the LC_VERSION_MIN_MACOSX version:
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`otool -l my_app`
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Right now 1/9/2018, this works with the master branch, but not the development branch.
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Last thing, let me show you something cool:
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````
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