Hm seems like my celebration was premature. I tried running the tutorial program, but I am getting Segmentation Fault when I call the h3dInit function.
First I tried using the Python wrapper (I updated it to match the current community revision's api, but since the wrapper is extremely simple it can't be the source of the problem itself). For good measure, I tried the tutorial in C++ but still the same. I have initialized a GL surface (pyglet with the python wrapper, SDL when with C++) and the C++ program is linked in the correct order. My only guess is that something during the linking of the engine has gone terribly wrong. Here is a detailed log of my compilation process
I have a folder called 'Builds' in Horde3D/trunk
cmake is called with the CMAKE_CXX_FLAGS and the CMAKE_C_FLAGS both set to -fPIC -lX11. If I don't have -fPIC, the error from the first post occurs. If I don't have the -lX11 flag the following error occurs:
Code:
Linking CXX executable ../../../../Horde3D/Binaries/Linux/Sound
/usr/bin/ld: ../../../Horde3D/Samples/glfw/libglfw.a(x11_window.c.o): undefined reference to symbol 'XPending'
/usr/bin/ld: note: 'XPending' is defined in DSO /usr/lib/libX11.so.6 so try adding it to the linker command line
/usr/lib/libX11.so.6: could not read symbols: Invalid operation
collect2: error: ld returned 1 exit status
make[2]: *** [../Horde3D/Binaries/Linux/Sound] Error 1
make[1]: *** [Extensions/Sound/Sample/CMakeFiles/Sound.dir/all] Error 2
make: *** [all] Error 2
Which leads me to believe that I should'nt be using the -lX11 flag but something else instead.
I managed to build the engine with just the -fPIC flag by disabling the compilation for Sound and Terrain. It segfaults again.
I managed to build the engine without the -fPIC flag by disabling the compilation for Sound and Terrain, but it still segfaults.
What could be going wrong here?
P.S. Sorry if I am a pest; I am not very experienced in compiling and linking large projects.