Building Ogre with multithread support does not yield errors on Mac like discussed in #558, but it has effect on the UI elements like smudged fonts and pixelated images, and some random and exit crashes. This went unnoticed on my working build in Mac OS X Snow Leopard, because Ogre's CMake did not fail completely when failed to find / detect boost-thread library in "Dependencies" folder, which was my case. When I made new development build on Mac OS X Mountain Lion using the same old way by running build-mac-deps.bash, CMake did find the boost-thread this time, and proceeded with the multithreaded build, thus resulting in an ugly looking UI (note that the admino logo is an image, the rest is text)
Amid Rocket rebranding days and other stuff on my hands, I didn't have the time to look more into it and just reverted back to using a Snow Leopard build. Couple of days later when inspecting issues we had in zipped scenes, I rebuilt ogre-safe-nocrashes (this time paying attention to CMake output) with multi-threaded support, and confirmed that the culprit was the multi-thread support, and resulted in the same artifacts as above.
Sorry for not reporting this at the time (and thanks @jonnenauha for reminding me), but since Ogre single-threaded is working fine, not much of a damage here :)
Building Ogre with multithread support does not yield errors on Mac like discussed in #558, but it has effect on the UI elements like smudged fonts and pixelated images, and some random and exit crashes. This went unnoticed on my working build in Mac OS X Snow Leopard, because Ogre's CMake did not fail completely when failed to find / detect boost-thread library in "Dependencies" folder, which was my case. When I made new development build on Mac OS X Mountain Lion using the same old way by running build-mac-deps.bash, CMake did find the boost-thread this time, and proceeded with the multithreaded build, thus resulting in an ugly looking UI (note that the admino logo is an image, the rest is text)
Amid Rocket rebranding days and other stuff on my hands, I didn't have the time to look more into it and just reverted back to using a Snow Leopard build. Couple of days later when inspecting issues we had in zipped scenes, I rebuilt ogre-safe-nocrashes (this time paying attention to CMake output) with multi-threaded support, and confirmed that the culprit was the multi-thread support, and resulted in the same artifacts as above.
Sorry for not reporting this at the time (and thanks @jonnenauha for reminding me), but since Ogre single-threaded is working fine, not much of a damage here :)