To build it, just follow these steps:
- install Xcode and X11 SDK (you can find last version from: http://developer.apple.com/tools/download/ );
- download the LuxRender sources from CVS;
- download the necessary libraries sources (boost, fltk, libpng, ilmbase & openexr);
- delete the "boost" directory from the "lux" sources root;
- extract the libraries sources in the "lux" directory, keeping the library root directory but deleting version numbers (ex: boost_1_34_1 -> boost, fltk-1.1.x-r5953 -> fltk, etc...);
- put the "LuxRender.xcodeproj" in the "lux" directory, open it, select the right Release build (i368 or ppc) and "Build and Go" (select the "luxconsole" target to build the console version).
Note:
- executable targets runs from terminal, but can be included in a simple ".app" package to run it with double click; anyway, LuxRender needs a good icon
. - this build method is made to create a non-fat executable, keeping only the target build architecture (luxrender executable is about 3.3MB).
- tested with boost 1.34.1, fltk 1.1.x-r5953, libpng 1.2.22, ilmbase 1.0.1 and openexr 1.6.1.
Libraries:
- boost: http://sourceforge.net/project/showfile ... up_id=7586
- fltk: http://www.fltk.org/software.php
- libpng: http://sourceforge.net/project/showfile ... up_id=5624
- ilmbase & openexr: http://www.openexr.com/downloads.html
PS: sorry for my bad english.
