Horde3D
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Building with CMake on Mac
http://horde3d.org/forums/viewtopic.php?f=2&t=973
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Author:  camcez [ 06.10.2009, 18:16 ]
Post subject:  Building with CMake on Mac

Hi, can anyone give me some instruction on how to build Horde3d on Mac, please? I'm unable to build using CMake. I get an error when I attempt to run CMake. Is there a wiki page or a forum post or something that details all the steps needed to build on Mac? I've tried searching, but I can't find anything that will help me get running on my mac. Thanks!

Author:  swiftcoder [ 06.10.2009, 18:30 ]
Post subject:  Re: Building with CMake on Mac

camcez wrote:
Hi, can anyone give me some instruction on how to build Horde3d on Mac, please? I'm unable to build using CMake. I get an error when I attempt to run CMake. Is there a wiki page or a forum post or something that details all the steps needed to build on Mac? I've tried searching, but I can't find anything that will help me get running on my mac. Thanks!
Can you post the error messages you are getting? I haven't had a chance to build the Mac version lately.

Author:  Volker [ 06.10.2009, 21:07 ]
Post subject:  Re: Building with CMake on Mac

I could test the building with the official package from SourceForge on a MacBook Pro. The build using XCode was successfull. I have written a short description in the Wiki. The description might be not 100% accurate, since I had to write it from my memories without physical access to the Mac.

Unfortunately on the MacBook with its GF 9400M the demos had some graphical issues. Maybe you have a better result.

Author:  camcez [ 06.10.2009, 21:22 ]
Post subject:  Re: Building with CMake on Mac

Wow, thanks a lot for the help, guys! I just tried the instructions Volker added to the Wiki, but I'm still getting an error.(Though it's a different error) This is the error I get from CMake after following Volker's instructions:

CMake Error: Could not create named generator XCode

I tried googling this, but nothing helped me figure it out.

Volker, when I finally do get running on my laptop I'll be sure to bug anything I find. I'm a QA lead at a game company so it's what I do all day anyways ;-)

Author:  Volker [ 06.10.2009, 21:32 ]
Post subject:  Re: Building with CMake on Mac

Do you have XCode installed on your mac?

Author:  camcez [ 06.10.2009, 21:38 ]
Post subject:  Re: Building with CMake on Mac

Yes =) Though I've only been using XCode for iPhone app development. Do you think there's some component that isn't installed?

Author:  swiftcoder [ 06.10.2009, 21:43 ]
Post subject:  Re: Building with CMake on Mac

camcez wrote:
Yes =) Though I've only been using XCode for iPhone app development. Do you think there's some component that isn't installed?
Any XCode installer should bring all the needed stuff (as long as you didn't uncheck the 'command-line tools' option in the installer).

How did you obtain CMake - i.e. did you install the binaries from the CMake site, build via macports/fink, or did you build your own from source? The macports/fink approach is very brittle if you are running Snow Leopard, as is building your own (various 64-bit issues with respect to GCC).

Author:  Volker [ 06.10.2009, 21:46 ]
Post subject:  Re: Building with CMake on Mac

I used the CMake installer package from here after installing XCode. The XCode installation wasn't done by me, so I can't give you any hints for that. Considering the CMake installation you must NOT skip the installation of the command line tools.

Author:  camcez [ 07.10.2009, 01:14 ]
Post subject:  Re: Building with CMake on Mac

Aha! That was it. I had installed the iPhone SDK version of Xcode, which I thought contained all the same files. Installing the vanilla Xcode resolved my issue and the engine built fine. Thanks a lot for the help, guys!

Author:  swiftcoder [ 07.10.2009, 02:36 ]
Post subject:  Re: Building with CMake on Mac

camcez wrote:
Aha! That was it. I had installed the iPhone SDK version of Xcode, which I thought contained all the same files. Installing the vanilla Xcode resolved my issue and the engine built fine. Thanks a lot for the help, guys!
The iPhone SDK does install all the normal parts of XCode - I use the iPhone SDK Installer exclusively for all my development, including Horde. However, the iPhone SDK may come with different packages selected by default.

Author:  camcez [ 07.10.2009, 02:46 ]
Post subject:  Re: Building with CMake on Mac

I also recently installed snow leopard. So that may have had something to do with it. And also may be why the samples are rendering as black screens on my computer.(though I oddly see some things moving in them at times, just really dark)

Author:  Vurlix [ 07.10.2009, 03:49 ]
Post subject:  Re: Building with CMake on Mac

Seems like you've run into the same issue as me, camcez. Are you using an nVidia card too?

See here for my previous findings (no fixes yet though)
viewtopic.php?f=3&t=837

Author:  camcez [ 07.10.2009, 04:06 ]
Post subject:  Re: Building with CMake on Mac

Did you ever find a resolution to your issue? What kind of laptop do you have? I have a Macbook Pro 17in Core2Duo 3GHz 9600m graphics card and I'm running Snow Leopard.

Sucks this has been a problem for so long. I'd like to use my laptop for development because my computer chair at the PC is uncomfortable. =)

Author:  Vurlix [ 07.10.2009, 04:10 ]
Post subject:  Re: Building with CMake on Mac

Not a laptop. Mac pro with nvidia graphics. Issue has been around since horde3d revision 135, and the issue occurs on every version of macosx (leopard and snowleopard). It's probably a bug in the nvidia driver, but it would be nice to work around it at least. I was able to isolate the cause of the problem (see my other thread) but can't spend more time implementing a workaround at the moment.

Author:  camcez [ 07.10.2009, 04:52 ]
Post subject:  Re: Building with CMake on Mac

Wow, that really sucks. I wish that were fixed.

As for your article linked at the end of that thread: that artcile is from 2004. I think that's too old to be the issue. I checked the Horde3D code. It doesn't even use those buffers the guy was talking about in the article.

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