Open designerfuzzi opened 2 years ago
testing. tiny trouble shoot.. after fixing all developer ID issues via setting all libraries (MGL & GLFW) to Sign to run locally in Build Settings (in other words erasing/replacing the ID of the repository creator) they properly compile.
doing all this on a Xcode with 10.14.6 i had to switch all related library projects to compile for 10.14 first (both MGL & GLFW) to be able to run test_mgl_glfw (same for this test application) which then runs obviously as intended pretty well. Searching for some OpenGL framework linked - kidding! Of course i did not find such link.. exciting..
i thought i will be showerd with error messages, but nooo - amazing work. Really good!
it might be of use for someone also doing a first compile attempt following the steps in Build.md
When doing so with Xcode.. step by step as written
in
Build.md
is something written to compileglm
first. That left me confused, i was searching for a folder according to the text to compile before i start. Turns outglm
seems to be MGL which is the project target.. so i assumed glm==MGL and hmm i was right, i hope. But first the other 3 issues found..
#include "spirv.h"
was missing. so i dropped that file into the workspace MGL>SPIRV>SPIRV-Cross> folder making a reference for Xcode. Same for ...#include "spirv_cross_c.h"
and short before the compilation would succeed it failed with missing symbols .. following the error message the symbol for
spvtools::val::RayTracingPass(...
was missing.. which can only happen when the cpp file is not compiled at that stage. turns out the functionspv_result_t RayTracingPass(...)
resides invalidate_ray_tracing.cpp
that had to be dropped manually to workspace MGL>SPIRV>SPIRV-Tools> and of course checkmarked for being part of the MGL target.from there it compiled like a charm. Now sipping coffee and testing.. cheers
Ah the build instructions in the README are outdated. BUILD.md
does not mention glm.
Updated instructions from BUILD.md
:
Open the xcodeproj and build any of:
MGL
: produceslibMGL.dylib
GLFW
: produceslibMGL.dylib
and a patched GLFW that uses MGL.test_mgl_glfw
: runs the testsIf you get errors such as
No account for team "..."
open the affected target and in theSigning and Capabilities
tab select the correct team. If there is noSigning and Capabilities
tab openBuild Settings
, search for "signing", and select the correct team inDevelopment Team
.
it might be of use for someone also doing a first compile attempt following the steps in Build.md
When doing so with Xcode.. step by step as written
in
Build.md
is something written to compileglm
first. That left me confused, i was searching for a folder according to the text to compile before i start. Turns outglm
seems to be MGL which is the project target.. so i assumed glm==MGL and hmm i was right, i hope. But first the other 3 issues found..#include "spirv.h"
was missing. so i dropped that file into the workspace MGL>SPIRV>SPIRV-Cross> folder making a reference for Xcode. Same for ...#include "spirv_cross_c.h"
and short before the compilation would succeed it failed with missing symbols .. following the error message the symbol for
spvtools::val::RayTracingPass(...
was missing.. which can only happen when the cpp file is not compiled at that stage. turns out the functionspv_result_t RayTracingPass(...)
resides invalidate_ray_tracing.cpp
that had to be dropped manually to workspace MGL>SPIRV>SPIRV-Tools> and of course checkmarked for being part of the MGL target.from there it compiled like a charm. Now sipping coffee and testing.. cheers