Irrlicht on OS X?

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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nico
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Irrlicht on OS X?

Post by nico »

Hi,

how do I use irrlicht on OS X? I've downloaded irrlicht-1.2.zip, went into the source/Irrlicht directory and ran make. I got

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os.cpp:28:24: error: byteswap.h: No such file or directory
while make was generating the dependency files. What am I doing wrong?

Thanks.
trex666
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Post by trex666 »

you need to include that "byteswap.h" i think i'm not sure caus i'm just a biginner 2 so you better ask midnight ore acki (some 1 who know's what he's doing)

goodluck dude
bitplane
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Post by bitplane »

there's OSX binaries and a tutorial in this thread if you're having trouble compiling it yourself
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hybrid
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Post by hybrid »

You should use XCode to create your OSX binaries, or add some more ifdefs to let the makefile create a X11 binary. But I guess the former is much more fun on macs.
nico
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Post by nico »

Thanks for your replys :-)

It seems only XCode 2.1 and up can open .xcodeproj files, I had only 2.0. So I downloaded XCode 2.41 (the latest version), opened the project and started to compile. I got it to work, but it required some tweaks:

In COpenGLDriver.cpp I had to change glBindRenderBufferEXT() to glBindRenderbufferEXT() in line 2607 (lower case "b") and glDeleteRenderBufferEXT() to glDeleteRenderbufferEXT() in line 2617. These are the function names from the spec, so this is probably an Irrlicht bug. Where can I file this?

With this change, the lib compiled fine, but the examples gave linking errors. I had to add the files ITriangleRenderer2.cpp, CTRTextureLightMapGouraud2_M4.cpp and CGUIColorSelectDialog.cpp to Irrlicht/Engine and pngwrite.c to Irrlicht/libpng to fix the linker errors. Why are these files not in the project per default?

Now some of the examples work (SpecialFX works, MeshViewer works but crashes when I try to load a .b3d file, Demo displays an empty window but needs 60% cpu to do so, so it's doing _something_). Does Demo take a long time to load or is this another problem?

edit: I had to uncomment #define USE_IRRKLANG in CDemo.h to be able to compile Demo.
Last edited by nico on Sat Dec 30, 2006 4:55 pm, edited 1 time in total.
hybrid
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Post by hybrid »

Yes, there were some troubles with older xcode versions, though probably only due to lack of proper project files. Strange thing with the naimg. This has been fixed for some while already. Are you sure you have the correct source files? The files were added between 1.1 and 1.2 and the project files always lag behind, esp. the OSX ones.
The b3d loader might still have some endian bugs which are not tracked down, this was not tested on OSX or other big endian machines. The demo should not take that much time to show something. Did you see the intro screen already (with the options menu) or is it stuck right away? What about the simpler examples, do they work with all three renderers? I had troubles with md2 texture coords. Do you have sydney with a nice face?
nico
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Post by nico »

I've got the 1.2 source release from sourceforge, should be the correct files...

Sydney is completely white, no textures visible at all (I loaded media/sydney.md2 in MeshViewer) :-(

edit: Demo shows simply a grey window -- like the window you get when you start interface builder with an empty window.
hybrid
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Post by hybrid »

Don't load md2 in meshviewer, there is no automatic texture support for md2 yet. Use examples 1 and 4 for it. The demo starts with software driver 2, did you try that one already? there's also much stuff in this first screen which might fail. But maybe try to debug or add some output statements in the code to see which part is using too much resources.
utNero
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Post by utNero »

So is it possible to load the sydney md2 texture in Irrlicht on Mac OS X and have it show up with texture? We are showing blank white both in 1.4 and in SVN. If it is possible, how should this be done?

Another issue we are experiencing on the Mac is blank (white or black) bitmaps in GUI elements.

Thanks.
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