Closed GoogleCodeExporter closed 9 years ago
Unfortunately, I do not have access to OSX. I have been told that the OSX_64
version
is broken in Ogre itself so, that may or may not have some bearing here.
Were you able to compile before revision 484 ?
When configuring with CMake did it issue any warnings about missing libraries /
paths ?
Original comment by snailr...@gmail.com
on 2 Aug 2010 at 10:58
>Were you able to compile before revision 484 ?
I have been same problems before.
But, Current Ogre main trunk(from ogre3d.org) build is ok.
I should try build with Ogre main trunk version instead of OgreLite,
post result here.
--
GameKit CMake Log:
Looking for Cg...
Found Cg: -framework Cg
Looking for Carbon...
Found Carbon: -framework Carbon
Looking for Cocoa...
Found Cocoa: -framework Cocoa
Looking for IOKit...
Found IOKit: -framework IOKit
-----------------------------------------------------------------------------
-- The following external packages were located on your system.
-- This installation will have the extra features provided by these packages.
+ X11
+ Xt
+ Xaw
+ OpenGL
+ cg
+ Carbon
+ Cocoa
+ IOKit
Congratulations! All external packages have been found.
-----------------------------------------------------------------------------
Configuring OpenGL
INSTALL TARGETS - target OgreMain has PUBLIC_HEADER files but no PUBLIC_HEADER
DESTINATION.
INSTALL TARGETS - target OgreMain has RESOURCE files but no RESOURCE
DESTINATION.
INSTALL TARGETS - target OgreMain has PUBLIC_HEADER files but no PUBLIC_HEADER
DESTINATION.
INSTALL TARGETS - target OgreMain has RESOURCE files but no RESOURCE
DESTINATION.
INSTALL TARGETS - target OgreMain has PUBLIC_HEADER files but no PUBLIC_HEADER
DESTINATION.
INSTALL TARGETS - target OgreMain has RESOURCE files but no RESOURCE
DESTINATION.
INSTALL TARGETS - target OgreMain has PUBLIC_HEADER files but no PUBLIC_HEADER
DESTINATION.
INSTALL TARGETS - target OgreMain has RESOURCE files but no RESOURCE
DESTINATION.
/Users/harkon/work/lib/gamekit/src/OgreLite
Configuring done
Generating done
Original comment by harkon...@gmail.com
on 2 Aug 2010 at 11:32
It seems to be the same issue here:
http://www.ogre3d.org/forums/viewtopic.php?f=2&t=52678&start=0
http://www.ogre3d.org/forums/viewtopic.php?f=2&t=52678&start=0#p357584
Maybe they have updated with the latest Ogre trunk, in which case OgreLite will
need to be updated.
Original comment by snailr...@gmail.com
on 3 Aug 2010 at 11:53
Thanks, I changed project architectures option to 32-bit Universal.
Gamekit build is ok, no need to update ogre sources.
but, Running OgreKit.app has a problem which is can't found momo_ogre.blend
file.
LogicDemo, V8Test is working fine.
Original comment by harkon...@gmail.com
on 4 Aug 2010 at 6:23
To Run OgreKit.app(r490) on Mac, need some modification to OgreKit/Main.cpp.
Mac OS X Finder(like windows Explorer) supply the default argument -psn<number>.
So, need handle this in code.
int OgreKit::setup(int argc, char **argv)
{
gkString cfgfname;
// Parse command line
try
{
...
cmdl.parse( argc, argv );
cfgfname = cfgfname_arg.getValue();
m_blend = bfname_arg.getValue();
#ifdef __APPLE__
if (m_blend.find("-psn") != gkString::npos)
m_blend = gkDefaultBlend;
#endif
}
Original comment by harkon...@gmail.com
on 4 Aug 2010 at 9:00
Thanks, We will keep an eye out for 64 bit OSX support and update the sources.
I've applied your patch.
Original comment by snailr...@gmail.com
on 4 Aug 2010 at 12:02
Original issue reported on code.google.com by
harkon...@gmail.com
on 2 Aug 2010 at 3:15Attachments: