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+Compilation instructions! Temporary quick compilation instructions!
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+Will give better instructions later when things are in a more complete state.
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+
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+Windows:
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+ - Use VS2013, as obs-studio uses C99 and C++11
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+
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+ - Download latest FFmpeg and wxWidgets repositories
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+
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+ - Create a windows environment variable FFmpegPath. Set it to your FFmpeg
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+ repo path
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+
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+ - Create a windows environment variable wxWidgetsPath. Set it to your
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+ wxWidgets repo path
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+
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+ - Compile wxWidgets and FFmpeg. They should both be compiled with VS2013.
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+ Convert the VS2010 project file for wxWidgets, and for compiling FFmpeg,
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+ see http://ffmpeg.org/platform.html#Windows
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+
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+ - Create two directories in FFmpeg directory, lib32 and lib64. Place the
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+ lib files generated by FFmpeg into these directories for the respective
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+ architecture
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+
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+ - If compiling FFmpeg with shared libraries (DLLs), place the DLLs into
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+ build/bin/32bit and/or build/bin/64bit respectively
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+
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+ - Compile project with VS2013, and it should be good to go.
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+
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+ - NOTE: Direct3D 11 library may require D3Dcompiler_47.dll to be present
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+ in both the obs-studio/build/bin/32bit and obs-studio/build/bin/64bit
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+ directories
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+
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+
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+Mac OSX
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+ - Use macports or homebrew and get wxWidgets 3.0, FFmpeg, glew, cmake.
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+
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+ - Building via autotools not yet supported
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+
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+ - In a terminal, go to the obs-studio/build directory, then to build, type:
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+ cmake .. && make
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+
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+ - It builds in a modular structure similar to windows, where everything
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+ necessary to run the program is compiled to obs-studio/build
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+
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+ - You can also use ccmake to create an app bundle, which makes it so you
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+ don't have to use the terminal to execute it from the correct directory
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+
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+
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+Linux
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+ - Definitely want to use autotools, as cmake files are currently made more
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+ for OSX
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+
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+ - If using debian-based distributions, you may have to get the latest FFmpeg
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+ repo -- aptitude packages seem to be a bit lacking, so you might have to
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+ get the latest FFmpeg repo, compile, and do a make install
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+
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+ - Instructions pending -- linux code still under construction, and not yet
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+ fully functioning. Will add more information later
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