Building Blender for OSX
Building Blender for OSX needs a bit of preparation. However the steps are not very complicated and if you follow the instructions carefully you should be able to build Blender.
Build steps in a nutshell
- Install Xcode Development Tools
- Install CMake
- Download sources from Git
- Download external libraries from Subversion
- Optional: Install CUDA Toolkit 6
- Run CMake to create makefiles and XCode project
- Use make or XCode to build Blender.
Install Xcode Development Tools
Download the newest Xcode package from the Mac App Store for your system (it's free).
CMake is a tool for generating build environments and it supports make and Xcode (among others). Download CMake here.
Download sources from Git
Now you are ready to get the latest Blender source code from Blender.org's Git repository. Copy and paste the following instructions into a terminal window. These will create a blender-build folder off your home directory and download the latest source code.
mkdir ~/blender-build cd ~/blender-build git clone http://git.blender.org/blender.git cd blender git submodule update --init --recursive git submodule foreach git checkout master git submodule foreach git pull --rebase origin master
For additional information on using Git with Blender's sources, see: Tools/Git
Download external libraries from Subversion
The external libraries needed for building blender have been precompiled for Intel 32 bit and 64 bit and OS X 10.5+, and can be download with these commands:
cd ~/blender-build mkdir lib cd lib svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/darwin-9.x.universal
Updating sources and external libraries
If you later want to update your git and svn checkout to the latest version:
cd ~/blender-build/blender git pull --rebase git submodule foreach git pull --rebase origin master cd ~/blender-build/lib/darwin-9.x.universal svn update
Run CMake To Create makefiles and XCode Project
CMake itself does not build blender, but it generates the build environment for Blender. You can either generate Unix Makefiles that can be used from the terminal (easy), or generate XCode Project Files if you like to work in XCode.
Quick Build with a Single Command
The easiest and fastest solution is to build Blender with the default settings, and simply run this in the Terminal:
cd ~/blender-build/blender make
After the build finished, you will find blender.app ready to run in ~/blender-build/build_darwin/bin.
Read on if you want to do more advanced configuration.
Configure a New Build with CMake GUI
Note: For CMake to determine the proper location of Xcode build, it's important that your active version of Xcode be located at /Applications/Xcode.app.
CMake comes with a command line interface as well as a the graphical user interface. Skip to the next section if you want to use Terminal only. You find the CMake App in your Application folder. Double click on it to start it. The CMake Window shows up:
As you can see all you have to enter is the location of the sources in ~blender-build/blender and a destination directory which i have chosen to be ~blender-build/cmake (any location outside of the source directory is allowed).
Now Press the "Configure" Button. You get another Popup:
Here you can select which Generator you want to use (Unix Makefiles or CMake in our case). I have selected Xcode here. Note that you also can select which compiler you want to use. If you are unsure about what that means, don't worry and use the default native compilers.
Now press the "Done" Button. You get back to the previous screen but now you will see a big red list of options. You can scroll through the option list and set parameters to your needs. Please ensure that the following settings are correct for your build:
|CMAKE_BUILD_TYPE||"Release" (for release build with optimizations) or "Debug" (to get debug info for gdb)|
|CMAKE_OSX_ARCHITECTURES|| ppc, i386, x86_64 (x86_64 for all recent OS X versions)
Note: x86_64 (64 bits) is default, only newer hardware support it. If your build stops with error "Bad CPU type in executable" you have to switch cpu type to i386 or ppc (32 bits).
|CMAKE_OSX_DEPLOYMENT_TARGET||You can restrict the OSX version you want to build for (10.5, 10.6, 10.7, 10.8, 10.9), but a nice default is 10.6.|
|CMAKE_OSX_SYSROOT||It is recommended to always use the highest sdk available.|
|CMAKE_CXX_FLAGS_DEBUG, CMAKE_C_FLAGS_DEBUG||(advanced mode) set to "-g3 -O0 -fno-inline" for best gdb code stepping|
Note: 'gcc' is a symbolic link to the default compiler used by the desired Xcode version. Since XCode5 this means CLANG, formerly it was llvm-gcc
Click Configure again and the red highlighting should disappear. Then click Generate and your build environment will be created into the build folder.
The next steps depend on the type of build files you generated.
Configuring a New Build From With CMake From the Command Line
cd to the directory where the blender/ and lib/ directories are. Then do the following:
mkdir build_darwin cd build_darwin cmake ../blender/
This will create all Makefiles in the cmake directory, as an "out of source build"
Which starts the terminal 'curses' app to configure build settings. Check the section above for important settings. End with the commands "c" (configure) and "g" (generate). Note that you have to carefully check cpu type and OSX version.
At this point you should have your build environment set up via CMake. Now you can build the actual executable in two different way: From the Command Line with Make, or With XCode.
Build with Unix Makefiles
Open up a Terminal and navigate to the build directory you created (e.g. build_darwin). Then just run:
make make install
- REDIRECT Dev/Doc/Building Blender/makeJobs
Once this completes you should end up with a blender.app in the directory blender-build/build_darwin/bin.
Building with XCode
Assuming you followed the steps above and configured CMake to build into its own folder inside a folder named "blender-build", there will be an XCode project located in "cmake/Blender.xcodeproj".
Double click it to open XCode.1. Change the Active Scheme popup in the upper left corner of the XCode 5 project window from ALL_BUILD to Install
2. Select menu Product->Scheme->Edit Scheme
- Edit Scheme is located all the way at the bottom of the list of targets. Or just Press Command-<.
- You may leave the Debugger options at the defaults.
5. Click OK to save changes.
Now clicking the Run triangle next to the Active Scheme popup should now build the application and launch Blender under the debugger.