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How to build SceneEngine using Visual Studio


Contents


Download SceneEngine from the SVN repository using a SVN client.

svn co https://sceneengine.svn.sourceforge.net/svnroot/sceneengine sceneengine

Or download the latest tarball.


Manually Building SceneEngine Libraries

External Libraries

Lua 5.1.3

SceneEngine uses Lua for scripting. Lua 5.1.3 is included in the project. This library need to be built before SceneEngine's libraries.

FreeType2

FreeType2 is used by the TextObject.

TinyXML

TinyXML is used by the OGRE importer and exporter. The ScEngImpExp project is not required to run SceneEngine or CrackArt, just to import and export 3DS, OBJ and OGRE files.

Open the following project and build it in Release and Debug mode:

[ Scene Engine Path ]\extern\lua-5.1\lualib\visual_cpp_2005\lualib.sln
[ Scene Engine Path ]\extern\freetype-2.3.8\builds\win32\visualc\freetype.sln
[ Scene Engine Path ]\extern\tinyxml-2.5.3\tinyxml.sln

boost.threads

SceneEngine uses boost.threads for multithreading rendering. The easiest way for windows users to get boost.threads libraries is to install boost consulting:

http://www.boostpro.com/download

Download BoostPro 1.34.1 Installer' and install the Multithreading DLL and Multithreading DLL Debug DateTime, Filesystem, Thread and System libraries for your Visual Studio version.

Add boost's path to the list of Include directories.

Tools > Options > Projects and Solutions > Include Files

C:\Program Files\boost\boost_1_38

Add boost's lib path to the list of Library directories.

Tools > Options > Projects and Solutions > Library Files

C:\Program Files\boost\boost_1_38\lib

Note: Boost libraries are installed with this name convention:

boost_[project]_[compiler]_[configuration]_[version].lib

but the linker looks for lib files with this name convention:

boost_[project]_[compiler]_[configuration]_[version].lib

I renamed the needed files by hand to get rid of that error.

Internal Libraries

GMT - BitmapManager - YRkdTree

SceneEngine uses 3 internal libraries, GMT, BitmapManager and YRkdTree. These libraries need to be built first. Open the following project and build all configurations (Release, Release DLL, Debug and Debug DLL).

Visual Studio 2005:
[ Scene Engine Path ]\GMT\GMTLib\build\visual_cpp_2005\GMT.sln
[ Scene Engine Path ]\BitmapManager\BMMLib\build\visual_cpp_2005\bmmlib.sln
[ Scene Engine Path ]\YRkdTree\YRkdTreeLib\build\visual_cpp_2005\yrkdtree.sln

SceneEngine

Then build the SceneEngine libraries using the SceneEngine solution in Debug, Release, Debug DLL and Release DLL configuration modes:

Visual Studio 2005:
[ Scene Engine Path ]\SceneEngine\Build\visual_cpp_2005\SceneEngine.sln

Build Import and Export Plugins

3dsmax

This project builds a 3dsmax plugin that imports and exports SceneEngien (.scene) files. This options needs a 3dsmax license with the maxsdk installed.

3dsmax 6, 7 and 8 Using Visual Studio 2003:

[ Scene Engine Path ]\SceneEngine\ioPlugins\3dsmax\ScEng_3dsmax_vcpp_2003.sln

3dsmax 9 Using Visual Studio 2005:

[ Scene Engine Path ]\SceneEngine\ioPlugins\3dsmax\ScEng_3dsmax_vcpp_2005.sln


Build Executable Tools and Samples (Optional)

Command Line RayTracer

This projects builds a command line application that opens a SceneEngine file (.scene) and renders it using the SceneEngine RayTracing library. By default this application renders the c:\sample.scene created by the CreateScene application.

Visual Studio 2003:
[ Scene Engine Path ]\SceneEngine\Tools\RayTracer\build\visual_cpp_2003\RayTrace.sln

Visual Studio 2005:
[ Scene Engine Path ]\SceneEngine\Tools\RayTracer\build\visual_cpp_2005\RayTrace.sln

Samples\CreateScene

This project uses the SceneEngine API to build a 3D scene with some mesh objects and a camera.

Using Visual Studio 2003:

[ Scene Engine Path ]\SceneEngine\samples\CreateScene\build\visual_cpp_2003\CreateScene.sln

Using Visual Studio 2005:

[ Scene Engine Path ]\SceneEngine\samples\CreateScene\build\visual_cpp_2005\CreateScene.sln


CrackArt

How to Build CrackArt with Visual Studio 2005.

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