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trouble with Horde on Mac OSX
http://horde3d.org/forums/viewtopic.php?f=2&t=534
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Author:  spree [ 16.10.2008, 01:09 ]
Post subject:  trouble with Horde on Mac OSX

I'm trying to build Horde on Mac OsX. I used cmake to create a xcode project. I built the whole thing, and it seemed to be working. However, if I try to start the sample application (knight, chicago) A window opens, but it's displaying nothing. It looks like you could look through the window. Seems like it's only displaying whatever was at that screenposition before.
Any ideas what the cause of this problem could be? I was suspecting glfw to be the trouble maker, but I can use glfw to create a simple OpenGL app and it works just fine.

I'm on an Intel / Macbook.

Author:  swiftcoder [ 16.10.2008, 13:50 ]
Post subject:  Re: trouble with Horde on Mac OSX

spree wrote:
I'm trying to build Horde on Mac OsX. I used cmake to create a xcode project.
CMake support for OS X is highly experimental, and probably doesn't work in every case. You should use the pre-built XCode project instead - just drop it in the SVN trunk directory and it should pick up everything correctly. I haven't built beta2 using this, but it should work fine, let me know if it doesn't.

Quote:
I'm on an Intel / Macbook.
Is that a MacBook, or a MacBook Pro? MacBook Pro is fine, but Horde doesn't currently run on the Intel integrated GPU in the MacBook (White or Black). If you remove the check for OpenGL 2.0, the Chicago and Terrain samples will run. See this forum thread for details.

Author:  spree [ 16.10.2008, 17:57 ]
Post subject:  Re: trouble with Horde on Mac OSX

Sorry for the noise, but I figured it out myself.
First problem was the init() method of the Renderer returning false if it can't detect OGL2.0, so I disabled it.
Second problem was when I tried the tutorial I didn't realize, that the used resources don't exist in the content folder. Maybe you should change the tutorial. Also there are two functions used in the tutorial that changed.
setLightParam was moved to the Node itself, I think and setAnimParams now uses an extra bool parameter. This is a bit confusing and annoying to someone checking this out for the first time.

Anyway thanks for the fast reply. I also have another problem where sometimes my system freezes during initialisation. That is a total freeze. (Needs hard reset afterwards.) I haven't pinned it down yet, as debugging this is a pain in the ass. (Basically start debugger step forward, freeze, reboot...) I will let you know when I figured that one out.

Author:  swiftcoder [ 16.10.2008, 19:21 ]
Post subject:  Re: trouble with Horde on Mac OSX

spree wrote:
I also have another problem where sometimes my system freezes during initialisation. That is a total freeze. (Needs hard reset afterwards.) I haven't pinned it down yet, as debugging this is a pain in the ass. (Basically start debugger step forward, freeze, reboot...) I will let you know when I figured that one out.
That is the 'doesn't run' bit I was talking about ;)

Author:  Volker [ 16.10.2008, 20:27 ]
Post subject:  Re: trouble with Horde on Mac OSX

spree wrote:
Second problem was when I tried the tutorial I didn't realize, that the used resources don't exist in the content folder. Maybe you should change the tutorial. Also there are two functions used in the tutorial that changed.
setLightParam was moved to the Node itself, I think and setAnimParams now uses an extra bool parameter. This is a bit confusing and annoying to someone checking this out for the first time.

You are absolutely right! I fixed it. Thanks for the hint.

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