Main.BuildPlatformSpecific History
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(:title Build - Platform specific issues :)
(:title Build - Platform specific information :)
SET( OPENGL_INCLUDE_DIR /usr/X11R6/include )
SET( OPENGL_INCLUDE_DIR /usr/X11R6/include )
The described build process has been tested only on SuSE 10.x, and Fedora Core 5.
No issues to report. Tested on various SuSE and Red Hat distributions.
Not tested with universal binaries. There should be no issue in building universal binaries, provided you build all the required libraries first.
On Mac some libraries and tools can be installed with darwinports or fink.
Tested on Tiger only. Not tested with universal binaries. There should be no issue in building universal binaries, provided you properly build all the required libraries first.
On Mac some libraries and tools can be installed with darwinports or fink.
if you use darwinports to install OpenBabel it will be automatically installed under /opt/local
and the include directory to set in the CMake configuration will be /usr/local/include/openbabel-2.0
(or some other version number).
If you install a pre-built version of Coin3D make sure you also install the tools package which is required to build applications outside Xcode.
When building VTK make sure that VTK_USE_CARBON
is ON.
OpenMOIV doesn't build out of the box on Mac OS; if you have OpenGL installed as a framework (and want to use it as a framework)
then you cannot use #include <GL/gl.h>
in the source code because there is no GL
directory in the OpenGL.framework/Headers directory.
To build OpenMOIV you can use the include files in the /usr/X11R6/include/GL
directory, note that these include files are usually different from the ones in the OpenGL.framework/Headers
directory.
To have CMake use the files in the X11 dir open OpenMOIV's CMakeLists.txt and
add the following line before INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_PATH})
:
if you use darwinports to install OpenBabel it will be automatically installed under /opt/local
and the include directory to set in the CMake configuration will be /usr/local/include/openbabel-2.0
(or some other version number).
If you install a pre-built version of Coin3D make sure you also install the tools package which is required to build applications outside Xcode.
When building VTK make sure that VTK_USE_CARBON
is ON
.
OpenMOIV doesn't build out of the box on Mac OS; if you have OpenGL installed as a framework (and want to use it as a framework)
then you cannot use #include <GL/gl.h>
in the source code because there is no GL
directory in the OpenGL.framework/Headers
directory.
To build OpenMOIV you can use the include files in the /usr/X11R6/include/GL
directory, note that these include files are usually different from the ones in the OpenGL.framework/Headers
directory.
To have CMake use the files in the X11
directory open OpenMOIV CMakeLists.txt and add the following line before INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_PATH})
:
Due to the fact that some libraries used by Molekel do have include files that #include <GL/gl.h>
you also need to configure CMake to use /usr/X11R6/include as the value of
OPENGL_INCLUDE_DIR; this is an advanced options and therefore you need to press
't'@@ to have it displayed.
If you want to use the OpenGL.framework
#includes
you might as well copy the OpenGL.frameworks/Headers
files to a GL
directory and change
the value of OPENGL_INCLUDE_DIR
to the directory containing the GL
directory; there are however other issues if you do this: if some code references GL/glx.h
compilation will fail because there is no glx.h
file in the OpenGL.framework/Headers
directory.
IV_INCLUDE_DIR
and IV_LINK_DIR
do not have to be set on Mac if you install the standard Coin3D distribution as a framework.
Due to the fact that some libraries used by Molekel do have include files that #include <GL/gl.h>
you also need to configure CMake to use /usr/X11R6/include as the value of
OPENGL_INCLUDE_DIR; this is an advanced options and therefore you need to press
't'@@ to have it displayed.
If you want to use the OpenGL.framework
#includes
you might as well copy the OpenGL.frameworks/Headers
files to a GL
directory and change the value of OPENGL_INCLUDE_DIR
to the directory containing the GL
directory; there are however other issues if you do this: if some code references GL/glx.h
compilation will fail because there is no glx.h
file in the OpenGL.framework/Headers
directory.
IV_INCLUDE_DIR
and IV_LINK_DIR
do not have to be set on Mac if you install the standard Coin3D distribution as a framework.
(:ifend)
(:ifend:)
The MinGW environment is not supported anymore. T
On Windows you'll have to use CMakeSetup instead of ccmake to view and edit CMake build parameters; when you run CMakeSetup for the first time you'll be prompted with a dialog asking to select the type of the makefile to generate; select MSYS.
The MinGW environment is not supported anymore.
(:if false:)
(:ifend)
On Windows you need to install MinGW and MSYS since this is the only environment supported by the open source version of Qt on this platform.
As of December 2008 Molekel builds with Visual C++, both nmake and solution (.sln) files can be generated from CMakeSetup. A free version of Visual C++ is available here: http://www.microsoft.com/express/vc
The MinGW environment is not supported anymore. T
You can download MinGW/MSYS from this website: http://www.mingw.org
Make sure you also install the latest vesion of binutils, if not you might get an error at link time (ld.exe:...assertion fail...
), while building some libraries (e.g. coin). Binutils 2.17.50 update - 2006-08-29 seems to work.
You also need to have the gettimeofday
function available; check out include/sys/time.h
. If not available download and install a version of the run-time environment containing this function (mingw-runtime 3.12 or later); should you need to code this function by yourself, some information on how to implement the gettimeofday
function is available on the OpenBabel page.
(:title Build > Platform specific issues :)
(:title Build - Platform specific issues :)
(:title Platform specific issues :)
(:title Build > Platform specific issues :)
(:tile Platform specific issues :)
(:title Platform specific issues :)
Platform specific issues
(:tile Platform specific issues :)
OpenBabel cannot be built out of the box with MinGW, it is therefore required that you build it from source code following the instructions in openbabel_mingw.txt or that you download a prebuilt OpenBabel 2.x MinGW library from Molekel's website.
OpenBabel cannot be built out of the box with MinGW, it is therefore required that you build it from source code following the instructions on the OpenBabel page. Building the 2.1 libraries required by Molekel is straightforward (just make sure gettimeofday
is available and replace stdext::hash_map
with std::map
in obmolecformat.h
); building the whole thing (libraries + executables) is tricky.
Not tested with universal binaries. There should be no issue in building universal binaries, provided you build/get all the required libraries first.
Not tested with universal binaries. There should be no issue in building universal binaries, provided you build all the required libraries first.
if you use darwinports to install OpenBabel it will be automatically installed under /opt/local
and the include directory to set in the cmake variable will be
/usr/local/include/openbabel-2.0
(or some other version number).
If you install a pre-built version of Coin3D make sure you also install the tools package which is required to build applications outside Xcode.
if you use darwinports to install OpenBabel it will be automatically installed under /opt/local
and the include directory to set in the CMake configuration will be /usr/local/include/openbabel-2.0
(or some other version number).
If you install a pre-built version of Coin3D make sure you also install the tools package which is required to build applications outside Xcode.
On Windows you'll have to use CMakeSetup instead of ccmake to view and edit CMake build parameters; when you run CMakeSetup for the first time you'll be prompted with a dialog asking to select the type of the makefile to generate; select MSYS.
You can download MinGW/MSYS from this website: http://www.mingw.org
On Windows you'll have to use CMakeSetup instead of ccmake to view and edit CMake build parameters; when you run CMakeSetup for the first time you'll be prompted with a dialog asking to select the type of the makefile to generate; select MSYS.
You can download MinGW/MSYS from this website: http://www.mingw.org
You also need to have the gettimeofday
function available; check out include/sys/time.h
. If not available download and install a version of the run-time environment containing this function (mingw-runtime 3.12 or later); should you need to code this function by yourself, some information on how to implement the gettimeofday
function is available on the OpenBabel page.
On Windows you need to install MinGW and MSYS since this is the only environment supported by the open source version of Qt on this platform.
On Windows you need to install MinGW and MSYS since this is the only environment supported by the open source version of Qt on this platform.
SET( ${OPENGL_INCLUDE_PATH} /usr/X11R6/include )
SET( OPENGL_INCLUDE_DIR /usr/X11R6/include )
Platform specific issues
Windows
On Windows you need to install MinGW and MSYS since this is the only environment supported by the open source version of Qt on this platform.
On Windows you'll have to use CMakeSetup instead of ccmake to view and edit CMake build parameters; when you run CMakeSetup for the first time you'll be prompted with a dialog asking to select the type of the makefile to generate; select MSYS.
You can download MinGW/MSYS from this website: http://www.mingw.org
Make sure you also install the latest vesion of binutils, if not you might get an error at link time (ld.exe:...assertion fail...
), while building some libraries (e.g. coin). Binutils 2.17.50 update - 2006-08-29 seems to work.
OpenBabel cannot be built out of the box with MinGW, it is therefore required that you build it from source code following the instructions in openbabel_mingw.txt or that you download a prebuilt OpenBabel 2.x MinGW library from Molekel's website.
Linux
The described build process has been tested only on SuSE 10.x, and Fedora Core 5.
Mac OS X
Not tested with universal binaries. There should be no issue in building universal binaries, provided you build/get all the required libraries first.
On Mac some libraries and tools can be installed with darwinports or fink. Check on the Darwinports and http://fink.sourceforge.net? websites for information on the available packages.
if you use darwinports to install OpenBabel it will be automatically installed under /opt/local
and the include directory to set in the cmake variable will be
/usr/local/include/openbabel-2.0
(or some other version number).
If you install a pre-built version of Coin3D make sure you also install the tools package which is required to build applications outside Xcode.
When building VTK make sure that VTK_USE_CARBON
is ON.
OpenMOIV doesn't build out of the box on Mac OS; if you have OpenGL installed as a framework (and want to use it as a framework)
then you cannot use #include <GL/gl.h>
in the source code because there is no GL
directory in the OpenGL.framework/Headers directory.
To build OpenMOIV you can use the include files in the /usr/X11R6/include/GL
directory, note that these include files are usually different from the ones in the OpenGL.framework/Headers
directory.
To have CMake use the files in the X11 dir open OpenMOIV's CMakeLists.txt and
add the following line before INCLUDE_DIRECTORIES(${OPENGL_INCLUDE_PATH})
:
SET( ${OPENGL_INCLUDE_PATH} /usr/X11R6/include )
Build with cmake -Dcoin:int=1
then make
You will then have to copy the include/ChemKit2
directory into your preferred include dir (e.g. /usr/local/include
) and the libChemKit2
lib into your preferred lib dir (e.g. /usr/local/lib
).
Due to the fact that some libraries used by Molekel do have include files that #include <GL/gl.h>
you also need to configure CMake to use /usr/X11R6/include as the value of
OPENGL_INCLUDE_DIR; this is an advanced options and therefore you need to press
't'@@ to have it displayed.
If you want to use the OpenGL.framework
#includes
you might as well copy the OpenGL.frameworks/Headers
files to a GL
directory and change
the value of OPENGL_INCLUDE_DIR
to the directory containing the GL
directory; there are however other issues if you do this: if some code references GL/glx.h
compilation will fail because there is no glx.h
file in the OpenGL.framework/Headers
directory.
IV_INCLUDE_DIR
and IV_LINK_DIR
do not have to be set on Mac if you install the standard Coin3D distribution as a framework.