Compiling the viewer (Mac OS X)
For recent information check the Project Snowstorm page.
Getting Development Tools
- Xcode 3: Most Lindens use Xcode 3.2 on Snow Leopard (OS X 10.6) for building on Macintosh computers. For simplicity, we suggest installing everything from the mpkg. Note that later versions of Xcode have build options to be backwards compatible to 3.1. (See Talk:Compiling_the_viewer_(Mac_OS_X)#Trying_newer_versions_of_tools. Later versions of Xcode (3.2.4) work fine.)
- Xcode 4: As of July 15 2012, XCode 4 is not yet officially supported. Still, experimental support are offered for 4.2 on Lion. Some users find the experimental patch work even in Xcode 4.3.2.
- CMake: Install CMake from cmake.org, or using MacPorts with 'port install cmake'. You will need at least CMake 2.6; CMake 2.8 may be required in the future.
- Command line Makefiles: These are included in Apple's Xcode product. Download and install Xcode from Apple.
Downloading Source Code
Linden Lab Project Snowstorm uses Mercurial and Bit Bucket for the version control repository. The repository is here. Look vor viewer-development, viewer-beta, viewer-release, and others, as your needs dictate. If you're just starting out, it's probably best to get viewer-release or viewer-beta , because viewer-developer gets updated several times per week. But if you would rather work with the latest code, look for the latest builds on Project Snowstorm and viewer-developer on bitbucket.
Installing Proprietary Libraries
Some builds of the the Viewer depends on proprietary libraries (alternative open source libraries are also provided for developers who prefer or are not licensed to use the proprietary libraries). Lindens do not distribute these libraries, so you will need to fetch and install these even if you download the libraries packages. (This is due to licensing restrictions. Don't ask, Lindens already did, and can't get permission. So you do have to get them yourself.)
Fmod
Fmod method 1 (using autobuild)
CD to where you want to install the 3p-fmod repository and do:
$ hg clone https://bitbucket.org/lindenlab/3p-fmod $ cd 3p-fmod $ autobuild build --all $ autobuild package
You will see the result looks like:
packing fmod wrote /3p-fmod/fmod-3.75-darwin-20120614.tar.bz2 md5 527422281dbe49abac29380996d41230
CD to your repository root and update autobuild configulation file with the filename and hash just displayed. For the example above, run:
$ autobuild installables edit fmod platform=darwin hash=527422281dbe49abac29380996d41230 url=file:///3p-fmod/fmod-3.75-darwin-20120614.tar.bz2
Fmod method 2 (others)
Build the viewer with autobuild
Configuring and building with autobuild works the same on all platforms. Full instructions may be found at Build_Viewer_With_Autobuild.
Xcode
If you have followed the configure instructions from Build_Viewer_With_Autobuild, the directory build-darwin-i386 will have been created in the root of your source distribution. Inside that directory you will find the SecondLife.xcodeproj project file which can be used with Xcode. When opened it should be configured correctly to build, so just Build and Run.
Where's the built viewer?
Assuming you build the RelWithDebug build configuration (the default), the viewer build will be in build-darwin-i386/newview/RelWithDebInfo/Second Life.app
.
Note: If you change the build configuration you use, the intermediate directory will also change accordingly, e.g. from RelWithDebInfo to Release . The files for the two configurations will not interfere with one another. |
One way to launch your newly compiled viewer is to use the Finder to navigate to that folder and double click the application. Another way is to create an alias for it. Then you can put the alias wherever you find convenient.
Building the Unit Tests
From Xcode, open the project 'linden/indra/test/MacTester.xcodeproj', set 'MacTester' as the active target, and build.
What to do if it doesn't work for you
- Ask for help on IRC (irc.freenode.net #opensl)
- Ask for help on the Opensource-dev mailing list
- Fix it: Modifying CMake Files and please, submit a patch!
Submitting Patches
This is probably far down the road, but if you make changes to the source and want to submit them, see the page about submitting patches.