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IECoreGL and IECoreMaya do not build on OSX #7

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
i've made a patch that allows everything to build properly on osx.  here are 
my notes on how to get it working: http://docs.google.com/View?
id=d8xvct9_20c7svc2f7  feel free to transplant whatever you'd like to your 
wiki.

the only awkward part is that i'm using some scripts from the pymel 
project to fix up mayapy before building boost.  some of these issues need 
to be fixed on linux as well.  let me know if you're interested and i can 
send a standalone module to perform the fixes, perhaps to add to contrib?

currently i can build everything with osx 10.5 and maya 2010.  versions of 
maya prior to 2009 will need more work in order to resolve type conflicts 
with GLuint between maya, glew, and the system frameworks.

lastly, while this does *build* completely, and IECore works properly, 
IECoreMaya still does not import.

i'll add the patch after i add the issue so that i can get the issue #.

-chad

Original issue reported on code.google.com by chad...@gmail.com on 15 Jan 2010 at 10:33

GoogleCodeExporter commented 9 years ago
patch

Original comment by chad...@gmail.com on 15 Jan 2010 at 10:35

Attachments:

GoogleCodeExporter commented 9 years ago
Thanks for the patch - it's committed in revision 2864. I changed the #ifdef 
stuff
for the GL include problem to just include IECoreGL/GL.h as that allows us to 
deal
with cross platform GL issues in a single place.

Original comment by john.ima...@gmail.com on 22 Jan 2010 at 6:11