Closed scamdotnet closed 2 years ago
You'll need to compile AntTweakBar yourself, instead of through brew.
I should also mention that as of right now, MacOS compilation is a bit of a lost cause. It's entirely nonfunctional due to Apple's support (lack thereof) of OpenGL.
I tried compiling AntTweakBar but got the following errors:
./LoadOGLCore.h:149:24: error: conflicting types for 'glMultiDrawElements'
ANT_GL_CORE_DECL(void, glMultiDrawElements, (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* *indices, GLsizei primcount))
^
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/OpenGL.framework/Headers/gl.h:2839:13: note: previous declaration is here
extern void glMultiDrawElements (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei primcount) OPENGL_DEPRECATED(10.0, 10.14);
^
In file included from TwOpenGLCore.cpp:22:
./LoadOGLCore.h:214:24: error: conflicting types for 'glShaderSource'
ANT_GL_CORE_DECL(void, glShaderSource, (GLuint shader, GLsizei count, const GLchar* *string, const GLint *length))
^
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/OpenGL.framework/Headers/gl.h:2926:13: note: previous declaration is here
extern void glShaderSource (GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) OPENGL_DEPRECATED(10.0, 10.14);
^
2 errors generated.
make: *** [TwOpenGLCore.o] Error 1
Yep, that'd be the aforementioned OpenGL non-support
I was wondering if at any point OpenGL support worked in mac os, and if those files could be brought into a newer version and used instead. It sounds pretty stupid, but it could work
Wel actually openGL is still supported only profiles 1.x to 2.x are fully supported however openGL 3.x has a lot of important things missing. And with macos Bigsur apples has purged all openGL header from the system .
I was trying to build Marble Marcher using the macOSBuildExec script, and after fixing a lot of installation errors I got the build to say it was 100%, and then it spat out this error: