Compiling the sources

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Revision as of 09:54, 15 February 2007 by (Talk)
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Compiling the sources allows you to create executables from modified code. The instructions below show you how to compile the lastest code from the SVN repositories.



Install Software

The following software must be installed before starting. See Development Tools for download locations.

  • .NET Framework SDK 1.1 ([1] Note: If you have already installed Microsoft Visual Studio .NET 2003, you do not need to install the .NET Framework SDK separately. Visual Studio .NET 2003 includes the SDK.)
  • DirectX SDK (9.0 SDK February 2006)
  • A SVN client (e.g. TortoiseSVN)
  • A .NET 'make' style utility (e.g. Visual Studio.NET or NAnt)

Note: with VS.NET you will be loading the project(s) into a GUI and compiling, with Nant you will be compiling from the command line

Get the Source Code

See source code for more information.

Using TortoiseSVN

  1. Create a directory on your drive where you'd like to develop from (eg C:\wwdev)
  2. Right-click in that directory and select "SVN Checkout"
    1. Repository:
      1. URL of repository =
    2. Revision: if you want to use anything other than SVN HEAD revision, you'll have to select "Revision" radio button, then click the "Show log" button, then select the revision from the list
    3. Click OK, and the source code should be downloaded
    4. Click OK to close the TortoiseSVN window

Compile the Source Code

Compiling using NAnt

  1. Open a Command Prompt and cd to your work directory (cd \wwdev\WorldWind)
  2. Type "c:\nant-0.85-rc2\bin\nant" (change the path to reflect where you installed Nant)
    or "c:\nant-0.85-rc2\bin\nant" for non-debug binaries

If all goes well, you should get BUILD SUCCEEDED in the end

Compiling using Visual Studio

Note: This is out of date or broken (Feb 15th 2007). It doesn't work with VS2003 at least, I think the project might have been upgraded to 2005. To get a working version I downloaded the source from sourceforge, opened worldwindow\worldwindow.csproj in the unpacked dir, then set the build to Debug. Then I downloaded SharpZipLib from ( unpacked it, registered it and then added a reference to the SharpZipLib DLL to the WorldWind project. Then it all compiled perfectly. Then take all the generated DLLs and .exe from your bin\debug directory and copy them to the bin\debug directory of the version you take from the SVN site and it should all work fine. Works perfectly. Simple, eh ?

Compile within Studio

Replace C:\wwdev\WorldWind\ with your source directory:

  1. Navigate to the following file and double click it:
    1. C:\wwdev\WorldWind\WorldWindow.csproj
    2. If using MS VS 2005 it will ask to convert the file, NEXT->NEXT->FINISH
    3. From the Build menu, select Build WorldWindow, and in the Output window you should get a message that the build succeeded
    4. Close Visual Studio

Compile from the commandline

  1. Launch the 'Visual Studio .NET 2003 Command Prompt' (under Start / Programs / Visual Studio .NET / Visual Studio .NET Tools)
  2. CD to the WorldWind source root.
  3. Run 'Devenv.exe WorldWindow.sln /build Debug'
  4. Run 'Devenv.exe WorldWind.sln /build Debug'
  • Replace 'Debug' with 'Release' as desired
  • As of 1.3.0 the references in the Release build point to /Debug dll's. So to /rebuild a release, /rebuild debug first.

Data Setup

Select one of the following options:

  1. Use a fresh copy of imagery and terrain data - just proceed to the next section to run the compiled code
  2. If you already have a version of World Wind installed, and you already have files on your PC's harddisk that you want to make use of:
    1. Cache files - use either of the following:
      1. Copy your existing Cache directory (e.g. C:\Program FIles\NASA\World Wind\Cache) to be a subdirectory of the directory containing your compiled source code's executable file (e.g. C:\wwdev\WorldWind\Cache)
      2. If you already have a version of World Wind installed, and you already have files cached on your PC's harddisk that you want to make use of, then you can change your compiled version of World Wind to point to that existing directory. Following the instructions above, open WorldWind.sln, then edit the App.Config file key "CacheDirectory" to point to your exisiting Cache directory, save the change, then compile WorldWind.
    2. Blue Marble files:
      1. The following is subject to the resolution of Issue WW-196.
      2. There should be two DDS files in your C:\wwdev\WorldWind\bin\Debug\Data\Earth\BlueMarbleTextures directory
      3. In the \Data\Earth\BlueMarbleTextures directory located in the program directory for your existing copy of World Wind, there should be directories named 0, 1, 2, 3. Copy these directories to your C:\wwdev\WorldWind\bin\Debug\Data\Earth\BlueMarbleTextures directory
      4. Edit the C:\wwdev\WorldWind\bin\Debug\Config\Earth\Images.xml file:
        1. On the line immediately above <Name>Blue Marble Tiled (1km per pixel) Local</Name> change ShowAtStartup="false" to ShowAtStartup="true"
        2. On the line immediately above <Name>Blue Marble Tiled (1km per pixel) Online</Name> change ShowAtStartup="true" to ShowAtStartup="false"
        3. Save the changes to Images.xml

Run Your Compiled Code

Your newly built WorldWind should now be ready to go. Double click on WorldWind.exe (e.g. C:\wwdev\WorldWind\WorldWind.exe) and it should start.

If you make changes to the source files that you would like to compile, just follow the Compile the Code instructions again to recompile, and after the compile, make sure to save the changes.

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