For people compiling Ogre on *nix systems, I highly recommend not installing it to your global environment. Things can get messy when you need a custom version of it elsewhere. The best thing to do is install it into a folder located inside the project you're working on, or at least in your "programming" directory.
Say you have a folder in
~/programming/build.dep/, in which you want to build everything.
For Ogre's core dependencies, this can be done with:
# autotools needs to know about the "build.dep" folder
$ export CPPFLAGS="-I~/programming/build.dep/include"
$ export LDFLAGS="-L~/programming/build.dep/lib"
# zlib
$ ./configure --prefix=~/programming/build.dep
$ make && make install
# zziplib
$ ./configure --prefix=~/programming/build.dep
$ make && make install
# FreeImage
$ make && make install DESTDIR=~/programming/build.dep
# freetype
$ ./configure --prefix=~/programming/build.dep
$ make && make install
# boost
$ ./bootstrap.sh --prefix=~/programming/build.dep
$ ./b2 install
The above is relatively straight forward, since they have nearly no dependencies. If for whatever reason you can't compile those, you're missing one of the following packages:
freeglut3-dev
libglew-dev
libxrandr-dev
Once that's done, building Ogre3D is simple:
$ mkdir build && cd build
$ cmake -G "Unix Makefiles" -DCMAKE_PREFIX_PATH=~/programming/build.dep -DCMAKE_INSTALL_PREFIX=~/programming/build.dep ..
$ make && make install
When setting up your project to use Ogre3D, you have to add the include path ~/programming/build.dep/include and the library search path ~/programming/build.dep/lib to your project.
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finally beating a level you were stuck on for hours
Forgetting to save and dying afterwards
TheComet
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