Setting up OGRE on the Mac

There are excellent instructions for getting Ogre working with XCode at http://www.tonybhimani.com/2011/06/25/guide-to-installing-ogre3d-on-macosx-xcode-ogre-sdk-1-7-3/. Note that we will be using version 1.9, so you will need to modify some URLs used in the article.

Once you have everything on your machine, there may be a few extra things to do to your project before you can compile an run.

  1. In the "Apple LLVM 6.0 - Language - C++" group, set "C++ Standard Library" to libc++.
  2. In the "Linking" group, add -lboost_system in "Other Linker Flags".
  3. Copy all of the ".framework" files that are in /OgreSDK/lib/macosx/Release to the file ~/Library/Frameworks (~ is your home directory). The Library directory is hidden so from the Finder's menu choose Go->Go To Folder.... If you don't have a Frameworks folder, create it.

Ogre Tutorial Framework

Once you have a project working, remove the .cpp, .h, .mm and resources.cfg files and replace them with the files in the macFiles directory. Notice in the file system they are all in the same directory, but in the project, they are in different folders.

Check resources.cfg to be sure the path to the OgreSDK is correct. The last paths in the file find any media files in the media subdirectory of your project. I also had to get rid of the line that set up /OgreSDK/Media/particle as it was causing problems.

Later, if you want to use a different subclass of BaseApplication, you would need to change two lines in AppDelegate.h marked with the comment //CHANGE, to reflect a different class.


Clif Presser<cpresser@gettysburg.edu>
Last modified: Tue Feb 10 10:57:11 EST 2015