Open fabjan opened 1 year ago
Happy to open a PR unless you prefer some other solution (or none).
ty brooo i was looking how to make it works on macOS <3
maybe u know what are shortcuts to save file and go to the file manager ?
I installed the following versions of the dependencies (latest in Homebrew):
* sdl2 2.26.3 * freetype 2.13.0 * glew 2.2.0_1
The build went fine without warnings or errors.
Running the first build:
❯ ./ded GL version 3.3 ARB_draw_instanced is not supported; game may not work properly!!
Same thing here on macOS 13.1
maybe u know what are shortcuts to save file and go to the file manager ?
"The source is the documentation." (or something like that 😉 ) -- tsoding
@mattthhh
Seems to be F2
to save and F3
to open the file browser.
https://github.com/tsoding/ded/blob/759c47633d142ba37c0fc3620d472ffb40851cd7/src/main.c#L181-L350
dlangui also solved the gl_FragColor
by declaring a normal out variable https://github.com/buggins/dlangui/commit/6cfe98a4f1f665887fc4c0cccd526a8ce9f3c19c
Ah, the YOLO flag is not longer needed after the instancing check was removed from main.c
ty brooo i was looking how to make it works on macOS <3
maybe u know what are shortcuts to save file and go to the file manager ?
So it works for you? How exactly did you do it???? I can't seem to decipher what "I edited each of the shader files to stop using gl_color and instead use out vec4 color" means and how to implement the solution. Please help me because this looks like a really cool editor and I would like to use it.
@ShazamHax see e.g. https://github.com/tsoding/ded/compare/master...fabjan:ded:big-sur-workarounds
(a bit old now, not sure if it's up to date, but you should see a pattern for what is needed to be done about gl_FragColor
in that diff).
Caveats
I don't write many graphical programs. Perhaps macOS is always a pain and you don't want to support it. Given that
build.sh
contains auname
check for "Darwin" though, I'm giving it a shot.Problem
I installed the following versions of the dependencies (latest in Homebrew):
The build went fine without warnings or errors.
Running the first build:
I added a
YOLO
environment variable to skip returning 1 for all those "game may not work properly" checks, to press on and see where I got.Is the program written for a different GL version than what macOS 11.7.2 provides perhaps?
I edited each of the
shaders/simple_*.frag
programs to stop usinggl_FragColor
and instead declareout vec4 fragColor;
and use that.Solved?
It looks like everything is working for now, with two changes: