Added Tests/ to clean-deps.
Updated Win32 build notes.
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2 changed files with 33 additions and 10 deletions
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@ -9,7 +9,7 @@ ROOT=fg-$(VERSION)
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# clean up dependencies
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clean-deps:
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rm -rf .deps \
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Lib/.deps Simulator/.deps Tools/.deps \
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Lib/.deps Simulator/.deps Tools/.deps Test/.deps \
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Lib/*/.deps Simulator/*/.deps Tools/*/.deps \
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Lib/*/*/.deps Simulator/*/*/.deps Tools/*/*/.deps
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41
README.Win32
41
README.Win32
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@ -4,6 +4,7 @@ April 8, 1998
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Here is a quick outline of *one* way you can build FG for Win32 using
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a completely free development environment.
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1. Install and configure the Cygnus Gnu-Win32 development
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environment. The latest version is Beta 19. The main
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Cygnus Gnu-Win32 page is at:
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@ -22,11 +23,13 @@ a completely free development environment.
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After installing the cygnus compiler and the usertools you should
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find a program group "Cygnus" in your start menu.
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2. Install the Silicon Graphics OpenGL dynamic link libraries. For
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this purpose, get the file sgi-opengl2.exe from the flight gear
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project site. This is a win95/winnt self extracting installation
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program. Install it by double-clicking in windows explorer.
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3. Fetch the Flight Gear code and special Win32 libraries. These can
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be found at:
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@ -35,6 +38,7 @@ a completely free development environment.
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Grab the latest "FlightGear-X.XX.zip" and "win32-libs-X.XX.zip"
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files.
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4. Unpack the FG source code. Run:
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pkunzip -d FlightGear-X.XX.zip
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@ -42,12 +46,14 @@ a completely free development environment.
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Be sure to use the -d option. This will create all the needed
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subdirectories. Otherwise you will have one big mess! Trust me!
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5. Change to the newly created FlightGear-X.XX directory and unpack
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the Win32 libraries. Run:
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cd FlightGear-X.XX
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pkunzip -d win32-libs-X.XX.zip
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6. --> IMPORTANT <--
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You will find a file called "install.exe" In the Win32 directory
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@ -68,44 +74,61 @@ Side Note: we need to make a distinction between the "build tree" and
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executables, the scenery, the textures, and any other run-time
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files will be located.
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7. Configure the make system for your environment and your "install
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tree". Tell the configure script where you would like to install
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the exectuables and all the scenery and textures by using the
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"--prefix" option. In the following example the base of the
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"install tree" is "/FlightGear". Run:
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"install tree" is "\FlightGear". Run:
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./configure --prefix=\FlightGear
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Side Note: the make procedure is designed to link against opengl.dll,
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glu.dll, and glut.dll. However, some accelerated video cards
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require you to link against opengl32.exe, glu32.exe, and
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glut32.exe. If this is the case for your video card, you can edit
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.../Simulator/Main/Makefile and rename these three libraries to
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their version "32" counterparts. There is only one place in this
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make file where these files are listed.
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./configure --prefix=/FlightGear
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8. Build the executable. Run:
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make
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9. Create and populate the install tree. Run:
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9. Assuming you have installed the updated version of install.exe (see
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earlier instructions) you can now create and populate the install
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tree. Run:
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make install
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currently this step fails, but I hope to find a solution soon.
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You can probably install everything by hand for now ... for example:
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You can save a significant amount of space by stripping all the
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debuging symbols off of the executables. To do this run:
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cp Simulator/Main/fg.exe /FlightGear/bin/fg.exe
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cp Simulator/Main/runfg.bat /FlightGear/bin/runfg.bat
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strip file.exe
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Important Note: so far you've built and installed the simulator and
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related tools. Before you can actually try it out, you need to
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make sure you have the appropriate scenery and texture downloaded
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and unzip'ed in your "install tree".
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10. Download and install the scenery and texture files.
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11. Set the runtime environment variable to point to the base of your
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"install tree". Run:
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export FG_ROOT=/FlightGear
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export FG_ROOT=/FlightGear (bash)
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set FG_ROOT=\FlightGear (command shell)
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12. Try it out! There are several ways to run flight gear once it has
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been installed. The simplest is as follows. Run:
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/FlightGear/bin/runfg.bat
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\FlightGear\bin\runfg.bat (command shell)
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13. I appreciate feedback. Tell me if it works! If it doesn't, tell me
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what went wrong. My email is curt@me.umn.edu
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