Update building instructions and workflows files

This commit is contained in:
Benau 2023-01-04 09:12:46 +08:00
parent 99bd8a338a
commit 356406c40b
2 changed files with 6 additions and 2 deletions

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@ -126,7 +126,7 @@ jobs:
$CXX --version
mkdir "build"
cd "build"
cmake .. -DCMAKE_BUILD_TYPE=$BUILD_TYPE -DSERVER_ONLY=$SERVER_ONLY -DCHECK_ASSETS=off -DBUILD_RECORDER=off;
cmake .. -DCMAKE_BUILD_TYPE=$BUILD_TYPE -DSERVER_ONLY=$SERVER_ONLY -DCHECK_ASSETS=off -DBUILD_RECORDER=off -DNO_SHADERC=on;
- name: Configure bulid (macos)
if: ${{ matrix.os == 'macos-latest' }}
env:

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@ -79,6 +79,10 @@ To build the in-game recorder for STK, you have to install
libopenglrecorder from your distribution, or compile it yourself from [here](https://github.com/Benau/libopenglrecorder).
Compilation instruction is explained there. If you don't need this feature, pass `-DBUILD_RECORDER=off` to cmake.
### Shaderc for Vulkan support
You need to compile [Shaderc](https://github.com/google/shaderc) for vulkan support in SuperTuxKart if you are not building for Windows or macOS, If you don't need this feature, pass `-DNO_SHADERC=on` to cmake.
### Compiling
To compile SuperTuxKart, run the following commands inside `stk-code` directory
@ -137,7 +141,7 @@ location, specify `CMAKE_INSTALL_PREFIX` when running cmake, e.g.:
## Building SuperTuxKart on Windows
To Build SuperTuxKart on Windows, first you need to install [Python](https://www.python.org/downloads/windows/) for [shaderc](https://github.com/google/shaderc) used by SuperTuxKart, after installing Python (if needed) follow these instructions:
To Build SuperTuxKart on Windows follow these instructions:
1. Download and install Visual Studio from here: [Visual Studio - Download](https://www.visualstudio.com/downloads/). The free Visual Studio Community edition works fine. Remember to select "Desktop development with C++" in the installer.