Compiling the viewer (Mac OS X)

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Revision as of 16:46, 2 February 2009 by Aimee Trescothick (talk | contribs) (Updated FMOD instructions to make the universal binary library)
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The following are instructions for building the Second Life viewer on Mac OS X. For other platforms, see Compiling the viewer

You will also need to check the Build Notes column of the table on source downloads page.

Development Environment

Most Lindens use XCode 3.0 on Leopard for building on Macintosh computers (though some still use XCode 2.4). For simplicity, we suggest installing everything from the mpkg.

You will need to install the proprietary libraries as well as all of the other third party libraries below.

Installing Files

CMake (1.21 and later)

Install CMake 2.6.2 from cmake.org.

Viewer Source, Libraries, and Artwork

The required source code, pre-compiled third-party libraries, and artwork files are available from the source downloads page. Download the Mac/Linux (LF) source, the Mac library package, and the Artwork zip file.

Unpack them into a single directory. The directory that you work in should should have no spaces in the name. For example, from the directory where you downloaded the tarballs (x.x.x.x = version number, e.g., 1.14.0.1.):

$ tar xvfz slviewer-src-x.x.x.x.tar.gz
$ tar xvfz slviewer-darwin-libs-x.x.x.x.tar.gz
$ unzip slviewer-artwork-x.x.x.x.zip

If you have Stuffit installed on your system, it may automacially unstuff .gz, so use tar xvf, without the z to extract the tar file. It may also automatically unzip files. Instead of clicking on the file link, right click on the file link and select Download Linked File which will keep .gz and .zip intact.

The exact filenames will differ with the version number. If you open them with the double click file extract, remember that dragging folders on top of each other will overwrite the original contents, not merge them as in Windows.

Check the source downloads page for any special Build Notes associated with the viewer version, if any.

Installing Libraries From Scratch (Optional)

For convenience, Lindens package up the libraries they are allowed to distribute so you can download and unpack them into your development working directory. The above procedure installs pre-compiled third-party library files. Alternatively, if you want to build the libraries yourself, See another page.

Installing Proprietary Libraries

The Viewer depends on some 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

  1. Download & extract fmod 3.75 programmers api for macintosh.
    • (You do *not* want the latest version, instead scroll down to v3.75)
  2. Copy the extracted files, combining the separate PowerPC and x86 libraries into a universal binary.
$ mkdir -p linden/libraries/include
$ mkdir -p linden/libraries/universal-darwin/lib_debug
$ mkdir -p linden/libraries/universal-darwin/lib_release
$ cp -p fmodapi375mac/api/inc/*.h linden/libraries/include
$ lipo -create fmodapi375mac/api/lib/libfmod.a  fmodapi375mac/api/lib/libfmodx86.a  -output linden/libraries/universal-darwin/lib_debug/libfmod.a
$ touch -r fmodapi375mac/api/lib/libfmodx86.a linden/libraries/universal-darwin/lib_debug/libfmod.a
$ cp -p linden/libraries/universal-darwin/lib_debug/libfmod.a linden/libraries/universal-darwin/lib_release/libfmod.a


Building the Viewer with CMake

CMake is a system for generating per-platform build files. On OS X, it will generate your choice of Makefiles or Xcode project files.

NOTE: - these instructions only apply to version 1.21 and later of the Second Life viewer. For instructions about compiling earlier versions, please see Compiling the viewer (Mac OS X, 1.20 and earlier)

Quickstart

  1. Go into the linden/indra directory, and run develop.py.
  2. Launch XCode, open the project file 'linden/indra/newview/build-darwin-universal/SecondLife.xcodeproj',
  3. Build the project.

Build Configurations

Debug
This configuration is more suitable for debugging. The build process will create the SecondLife application targeted for your host architecture. Unoptimized, includes debug symbols.
RelWithDebInfo
Essentially the same as the Debug target without LL_DEBUG defined. This disables a significant amount of sanity checking which slows down the viewer. Unoptimized, includes debug symbols.
Release
Optimised, without debug info.

Configuring your tree

Before you first run a build, you'll need to configure things. There's a develop.py script that will create a reasonably sane default configuration for you.

From the command line, cd into the indra subdirectory and run one of the following commands (depending on your choice of platform and build environment):

    • XCode: "./develop.py"
    • make: "./develop.py -G 'Unix Makefiles'"

NOTE: The above commands will configure a "non-standalone" version of the source code tree. This means that the required third party library packages (as built by Linden Lab) will be downloaded during the CMake process.

Compiling

In the CMake world, we keep source and object files separate. The develop.py script will create and populate a build directory for you, located in the build-darwin-universal directory.

To start a build,

  1. Run "./develop.py build").

-- or --

  1. Change to the build directory (build-darwin-universal)
  2. Run make

-- or --

  1. Launch XCode, open the project file 'linden/indra/newview/build-darwin-universal/SecondLife.xcodeproj',

... and away you go!

Where's the built viewer?

On OS X, your viewer build will be here by default:

build-darwin-universal/newview/RelWithDebInfo/Second Life.app

If you change the kind of build you use, the intermediate directory will also change, e.g. from RelWithDebInfo to Release.

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

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.