To build SuperSlicer on Mac OS, you will need the following software:
- XCode
- CMake
- git
- gettext
XCode is available through Apple's App Store, the other three tools are available on
brew (use brew install cmake git gettext
to install them).
You can follow the script the build server use to create the ubuntu release.
You have to execute each command at the right of the 'run: ' tags, in the directory that is at the right of the previous 'working-directory:' tag.
You can stop after the make slic3r
as the rest of the commands are for building the .dmg
SuperSlicer comes with a set of CMake scripts to build its dependencies, it lives in the deps
directory.
Open a terminal window and navigate to SuperSlicer sources directory and then to deps
.
Use the following commands to build the dependencies:
mkdir build
cd build
cmake ..
make
This will create a dependencies bundle inside the build/destdir
directory.
You can also customize the bundle output path using the -DDESTDIR=<some path>
option passed to cmake
.
Warning: Once the dependency bundle is installed in a destdir, the destdir cannot be moved elsewhere. (This is because wxWidgets hardcodes the installation path.)
FIXME The Cereal serialization library needs a tiny patch on some old OSX clang installations USCiLab/cereal#339 (comment)
If dependencies are built without errors, you can proceed to build SuperSlicer itself. Go back to top level SuperSlicer sources directory and use these commands:
mkdir build
cd build
cmake .. -DCMAKE_PREFIX_PATH="$PWD/../deps/build/destdir/usr/local"
The CMAKE_PREFIX_PATH
is the path to the dependencies bundle but with /usr/local
appended - if you set a custom path
using the DESTDIR
option, you will need to change this accordingly. Warning: the CMAKE_PREFIX_PATH
needs to be an absolute path.
The CMake command above prepares SuperSlicer for building from the command line. To start the build, use
make -jN
where N
is the number of CPU cores, so, for example make -j4
for a 4-core machine.
Alternatively, if you would like to use XCode GUI, modify the cmake
command to include the -GXcode
option:
cmake .. -GXcode -DCMAKE_PREFIX_PATH="$PWD/../deps/build/destdir/usr/local"
and then open the SuperSlicer.xcodeproj
file.
This should open up XCode where you can perform build using the GUI or perform other tasks.
By default SuperSlicer builds against whichever SDK is the default on the current system.
This can be customized. The CMAKE_OSX_SYSROOT
option sets the path to the SDK directory location
and the CMAKE_OSX_DEPLOYMENT_TARGET
option sets the target OS X system version (eg. 10.14
or similar).
Note you can set just one value and the other will be guessed automatically.
In case you set both, the two settings need to agree with each other. (Building with a lower deployment target
is currently unsupported because some of the dependencies don't support this, most notably wxWidgets.)
Please note that the CMAKE_OSX_DEPLOYMENT_TARGET
and CMAKE_OSX_SYSROOT
options need to be set the same
on both the dependencies bundle as well as SuperSlicer itself.
Official Mac SuperSlicer builds are currently built against SDK 10.9 to ensure compatibility with older Macs.
Warning: XCode may be set such that it rejects SDKs bellow some version (silently, more or less). This is set in the property list file
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Info.plist
To remove the limitation, simply delete the key MinimumSDKVersion
from that file.
Works on a fresh installation of MacOS Catalina 10.15.6
-
Install brew:
-
Open Terminal
-
Enter:
brew update
brew upgrade
git clone https://github.com/prusa3d/PrusaSlicer/
cd PrusaSlicer/deps
mkdir build
cd build
cmake ..
make
cd ../..
mkdir build
cd build
cmake .. -DCMAKE_PREFIX_PATH="$PWD/../deps/build/destdir/usr/local"
make
src/prusa-slicer