Open GoogleCodeExporter opened 9 years ago
[deleted comment]
Hmm,..what cmake-version do you use? Seems that this platform-stuff was
introduced in 2.8.6. The problem wiht iOS at the moment is that noone of the
active commiters do have an iOS-system, so it is really hard to maintain this.
Nevertheless I found this:
http://cmake.3232098.n2.nabble.com/Specifying-library-build-path-for-simulator-a
nd-device-for-an-iOS-target-in-Xcode-td6985862.html
Can you try to add:
set(CMAKE_XCODE_EFFECTIVE_PLATFORMS "-iphoneos;-iphonesimulator")
in following files:
[gamekit]/CMake/ConfigOgreKit.cmake Line 158
[gamekit]/CMake/ConfigIPhone.cmake Line 7
And:
config_target_if_iphone_build(fbtFile TRUE)
in:
[gamekit]/Tools/FileTools/File/CMakeLists.txt last line
And:
config_target_if_iphone_build(bfBlend TRUE)
In:
[gamekit]/Tools/FileTools/FileFormats/Blend/CMakeLists.txt last line
I couldn't test this, so I keep my fingers crossed. Would be great if you could
test this and report back.
Thx for reporting
Original comment by thomas.t...@googlemail.com
on 25 Jul 2012 at 10:21
Original comment by thomas.t...@googlemail.com
on 25 Jul 2012 at 10:21
Ok, i commited a patch that should fix the issue. Plz, get the latest trunk
version and try again.
http://code.google.com/p/gamekit/source/detail?r=1120
ps: just saw that in the commit-description I have a typo in your username.
Argh, sry about that.
Original comment by thomas.t...@googlemail.com
on 25 Jul 2012 at 6:03
Sorry I haven't got a chance to try anything until now. The new commit works!
Thank Thomas for the prompt fix.
I use cmake 2.8.8.
All the iOS/OSX users reading this: we really should donate some money (maybe
$20 each) to buy a mac for our main committers. Otherwise, this platform won't
be so well supported. It's a little surprising not to see a lot active iOS
developers to use gamekit (as opposed to android developers), who can also
contribute to gamekit, given the iPad/iPhone's popularity. I got this
impression after browsing gamekit.org. Maybe I'm wrong. I just got started to
learn gamekit.
Original comment by afterb...@gmail.com
on 26 Jul 2012 at 5:36
The new build worked for iphone simulator, but when I build for an actual
iphone, there is another error:
#error The C preprocessor macro ARM_NEON_GCC_COMPATIBILITY must be defined.
Pass -DARM_NEON_GCC_COMPATIBILITY=1 to the compiler.
I don't know if this can also be fixed in cmake files. In fact, I don't even
know how to fix this inside the xcode project myself. At least I'm running out
of time today for this. Any clues are very much appreciated.
Original comment by afterb...@gmail.com
on 26 Jul 2012 at 7:54
[deleted comment]
Hmm... again without testing:
go to gamekit/CMake/ConfigIPhone.cmake line4:
add_definitions(-DARM_NEON_GCC_COMPATIBILITY=1)
this should add the compile-flag to any lib that gets compiled in the iPhone
project. Or lets say it different, any lib that calls
"config_target_if_iphone_build(..)" in its CMakeLists.txt (you know the one
call that missed for bfBlend and file)
Hopefully it works...
Original comment by thomas.t...@googlemail.com
on 26 Jul 2012 at 9:25
Hmm,..ok that is something bullet-related. Maybe erwin can help here out. The
problem happens in btScalar.h line 177. Actually I'm not sure when to set
ARM_NEON_GCC_COMPATIBILITY to 0 and when to 1.
Original comment by thomas.t...@googlemail.com
on 26 Jul 2012 at 11:53
I was able to kind of overcome this ARM_NEON_GCC_COMPATIBILITY issue. But not
in a sufficent way. But I managed to compile it, by manually adding the
-DARM_NEON_GCC_COMPATIBILITY=1 to the other c++ flags. This works, but only
when the architecture is set to only support armv7. Apparently armv7 has NEON
enabled by default and thus it works. armv6 does not and I did not yet find out
how to enable it.
Original comment by underd...@gmail.com
on 26 Jul 2012 at 3:20
Ok, since bullet is an external library with its own CMake-Files it won't be
accessed by ConfigIPhone.cmake. So add_definitions(...) would have to be set in
LinearMath's CMakelists.txt. But actually I'm not sure if that flag is meant to
be set externaly. I haven't that much time to dig deeper into that for now
Original comment by thomas.t...@googlemail.com
on 26 Jul 2012 at 3:41
Original issue reported on code.google.com by
afterb...@gmail.com
on 25 Jul 2012 at 8:24