Answer the question
In order to leave comments, you need to log in
Why doesn't Ogre3d compile under Mingw?
If anyone has come across, please answer how you managed to cope with compiling Ogre3d with DX9 renderer.
Tried different versions of MinGW, no DX render, static linking.
Static linking without DX rendering is successful, but executables are 200-300 meters long.
With Dx9 it crashes by 34%
[ 34%] Building CXX object RenderSystems/Direct3D9/CMakeFiles/RenderSystem_Direc
t3D9.dir/src/OgreD3D9Plugin.cpp.obj
Without it - by 89%
[ 88%] Linking CXX shared library ..\.. \bin\Sample_Terrain.dll
(Maybe tell me how to remove Sample_Terrain from the build? Although this is a so-so solution.) It builds
on MS VS 2013 without problems, but I would like to build it in MinGW as well.
Tell me who has already successfully collected an ogre and knows what steps to take.
PS. Ogre dependencies and sources download TortoiseHG, compile for the current version of MinGW using CMake 3.3.2
Answer the question
In order to leave comments, you need to log in
I just accidentally stumbled upon the version of MinGW 4.8.1, which has the necessary includes for the build and the build was successful, however, so far without DX rendering.
netcologne.dl.sourceforge.net/project/mingwbuilds/...
I'll
try higher versions with threads-win32 and sjlj
Didn't find what you were looking for?
Ask your questionAsk a Question
731 491 924 answers to any question