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52 lines
2.3 KiB
Plaintext
52 lines
2.3 KiB
Plaintext
The iOS build of VTK is in a beta state. Please do try it out but understand
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it is very new.
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To build a VTK application for iOS you will need a Mac/Macbook that has Xcode on
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it and the iOS dev kit. What follows are the basic steps:
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* Make a directory for the host binaries (e.g. vtkios). I typically create this
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* next to the VTK source tree.
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The end result of your VTK build will be a vtk framework that includes header
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files and libraries for various architectures. You need to pick a place to
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install the resulting framework. I usually create a directory named install
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directory in vtkios ala cd vtkios; mkdir install
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* Run cmake on vtkios with -DVTK_IOS_BUILD=ON, if you use the gui add a
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* boolean entry with that name prior to configuring and set it on.
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* Change the VTK_INSTALL_PREFIX to where you want the framework written.
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* If you want OpenGL ES 3.0 support make sure to change the setting of
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* OPENGL_ES_VERSION to 3.0. Volume Rendering requires ES 3.0.
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* configure and generate as usual
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* Once done build your framework using make or ninja for the build process.
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Once the framework is built it will automatically be installed. Now you can
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try building an iOS application that uses the framework.
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* Start up XCode and load an example Xcode project from Examples/iOS. You will
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* likely need to update a couple setting in the project to find the vtk fraework
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* and its header files. You may also get unresolved link errors related to the
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* c++ standard libaries. I have had to change the stdlib settings in XCode away
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* from the compiler default to explicitly select a std c++ library
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* If you built VTK to run on the actual device, make sure you have all
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* provisioning certificates and devices setup properly. Apple requires iOS
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* developers to have Apple-issued certificates and their devices have to be
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* registered before development apps may be run on the device.
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* Choose the correct target device (i.e., device or simulator) then build and
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* run the Xcode project.
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I typically test on a device as that is the end target and simulators can be a
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bit twitchy sometimes.
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The GLPaint example is a modified version of Apple's GLPaint example. So credit
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to them for the original example file and framework.
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The VolumeRender example requires OpenGL ES3 so it will only work on
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devices that support ES3, which I believe includes iphone 5s or later and
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ipad Air or later |