Horde3D http://horde3d.org/forums/ |
|
HordeSceneEditor on MacOS X http://horde3d.org/forums/viewtopic.php?f=6&t=304 |
Page 1 of 2 |
Author: | Vurlix [ 13.04.2008, 03:59 ] | |||
Post subject: | HordeSceneEditor on MacOS X | |||
For those interested, I've ported Horde Scene Editor to macosx. This is a work in progress. You can download precompiled (Universal) binaries: 20080416 build Data files are not included so you will probably want to get those from the official win32 or linux version.
|
Author: | Volker [ 13.04.2008, 08:51 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Great job! I personally never had access to a mac so I couldn't check for compatibility issues. Did you still have the problems concerning the mouse events like described here? What other changes did you have to make? BTW.: Is the frame rate in your screenshot correct? Seems quite fast! |
Author: | Vurlix [ 13.04.2008, 17:51 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
I shouldve known swiftcoder had already been there. I'm late to the party it seems :\ Anyway, I've not encountered any crashes so far. I'm using the macports qt4-mac 4.3.4. Things I'd like to fix: - save preferences to a standard preferences .plist file - 3d viewport has sticky/weird mouse interaction (probably what used to crash for swiftcoder) - tweak the keyboard shortcuts - tweak the movement keys for better control I think the framerate is correct. It's a rather simple scene for a nvidia 8800 GTS to handle. |
Author: | swiftcoder [ 13.04.2008, 21:39 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Vurlix wrote: I shouldve known swiftcoder had already been there. I'm late to the party it seems :\ That is the build I had the problems with. However, the macports version is not a universal binary, so I have switched to the binaries available directly from Trolltech (DMG file near the bottom of the page, here), which seems to have fixed the crash.
Anyway, I've not encountered any crashes so far. I'm using the macports qt4-mac 4.3.4. |
Author: | Volker [ 13.04.2008, 22:14 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
The preferences are saved according to the QSettings class of Qt. So you can just use another constructor to make the settings be saved in a .plist file. But you have to replace all of the calls to QSettings to ensure consistency. I know that some of the things implemented, are quite windows specific. Until now I focused not to much on supporting other platforms. Maybe we can improve this introducing some #ifdef statements. The movement control is done in the keyPress- and keyReleaseEvent method of the GLWidget class. Currently it is hardcoded using a switch statement. But maybe I will change it to be configurable in a future version. What kind of camera control would you propose? Next to the W,A,S,D control there is already the possibility to hold down the CTRL key (on Mac I think it is called the Command key) and press the mouse button used for navigation while moving the mouse. The mouse button used for navigation can be configured in the settings dialog. Moving along the Z-axis can be realized using a mouse wheel (does the Mac has a mouse wheel?). You can increase the speed by holding the Shift key pressed. I'm always open for suggestions. If it requires not to much effort I will try to integrate them into a future version. Of course I can not guarantee that everything will work on a mac, since I don't have one |
Author: | Vurlix [ 14.04.2008, 04:47 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
I'm slowly fixing a few things to improve the mac experience. I've redone the mousemove code so far so it works (with added benefit of removing the "ignore" hack) |
Author: | Vurlix [ 14.04.2008, 22:21 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Just uploaded a first build. See thread first post. - Rewrote mouse-based camera movement. - Saves preferences to a standard user preferences .plist I also attached the source patch. It should merge cleanly and probably doesn't break the win32/linux build, but this is unverified. |
Author: | swiftcoder [ 15.04.2008, 12:48 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Your binary can only be run on intel, and the user has to have the macports QT installed. Have you tried switching to the framework version of QT and embedding it? |
Author: | Volker [ 16.04.2008, 00:21 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Vurlix wrote: Just uploaded a first build. See thread first post. - Rewrote mouse-based camera movement. - Saves preferences to a standard user preferences .plist I also attached the source patch. It should merge cleanly and probably doesn't break the win32/linux build, but this is unverified. I will try to integrate it next week. I'm quite busy at the moment, so please exuse that I probably can't release a new version of the editor within the next two weeks. |
Author: | Vurlix [ 16.04.2008, 01:11 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
I'm almost done with the universal binary version of this thing. It builds and runs fine, but the library paths aren't quite right and install_name_tool doesn't want to work (yes, i know about headerpad_max_install_names). In doing so I ported the entire editor to the qt4 style include names (i.e #include <QtGui/QApplication>) so that I could use the framework version of Qt. I could simply expect users to install Qt framework binaries as a requirement but I won't give up just yet |
Author: | Vurlix [ 16.04.2008, 03:02 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Ok, so I figured out the problem. install_name_tool fails silently when used on files residing on a ZFS volume. Sweet. |
Author: | swiftcoder [ 16.04.2008, 03:12 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Vurlix wrote: Ok, so I figured out the problem. install_name_tool fails silently when used on files residing on a ZFS volume. Sweet. Good work! Look forward to trying it out.
|
Author: | Vurlix [ 16.04.2008, 04:22 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
OK HERE IT IS. It's been fully tested on both i386 and ppc so this should just work out of the box, with no prerequisites. Will post a patchfile later, but you can download the binaries: 20080415 build |
Author: | swiftcoder [ 16.04.2008, 13:13 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Vurlix wrote: OK HERE IT IS. It's been fully tested on both i386 and ppc so this should just work out of the box, with no prerequisites. 20080415 build Hooray! Confirm working on my ATI X1600! |
Author: | Vurlix [ 16.04.2008, 15:46 ] |
Post subject: | Re: HordeSceneEditor on MacOS X |
Source patch uploaded (see first post). 2008-04-16 changes: - Changed Qt include syntax to newer qt4 style (e.g #include <QtCore/QString>) - Updated makefiles for Universal binaries (compilation requires a universal lua binary, also provided) On a side note... Doing distributed development like this is slightly cumbersome. I'm already using a private mercurial repository; perhaps we could work out something we could all use? Mercurial is awesome and easy to use and works great on all platforms that I know of. That said, git isn't bad either, but clearly Mercurial wins (in my mind). |
Page 1 of 2 | All times are UTC + 1 hour |
Powered by phpBB® Forum Software © phpBB Group https://www.phpbb.com/ |