Horde compiles for OS X with changes to only a singe file - I was very impressed, seeing as it hasn't been officially ported yet!
As you can see from the screenshot, the samples compile and run too (after I stripped out the windows specific code in Horde3DUtils.h/.cpp). However, they only run if I comment out the forward light loop in the pipeline xml configuration:
Code:
<!-- <DoForwardLightLoop class="~Translucent" /> -->
This works for both the Knight and Chicago samples, but in both cases disables lighting. In the the Knight sample, it is as if lighting were disabled, and the scene is displayed anyway, but in Chicago, the entire scene is black (but it is fine in debug view).
I also tried the deferred system for Chicago, and while that didn't crash, it still yielded no light.
When the forward light loop is left in, both of the samples crash with an invalid pointer, deep inside the implementation of glDrawRangeElements() called from line 571 of egRenderer.cpp:
Code:
// Render
glDrawRangeElements( GL_TRIANGLES, meshNode->getVertRStart(), meshNode->getVertREnd(),
meshNode->getBatchCount(),
curGeoRes->_16BitIndices ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
(char *)0 + meshNode->getBatchStart() *
(curGeoRes->_16BitIndices ? sizeof( short ) : sizeof( int )) );
I am very happy to have managed to get Horde compiling, and even running, but I would be even happier if anyone has ideas on what is wrong with the lighting loop.
http://picasaweb.google.com/swiftcoder/Developer/photo#5135759776338128594
PS - if anyone is interested, I am willing to package up binaries (or the project files if you would rather) and upload them, once we have this working, to ease the process a bit.