I was delighted to see the Mac OS support for Irrlicht 1.4 and immediately built the engine and demos on my Intel iMac using XCode 3.0 under Leopard (Mac OS X 10.5).
The Demo runs with OpenGL, but in full screen mode it looks like axis are being inverted, especially for the textures. In window mode the demo looks much closer to the Windows or Linux versions but there seem to be missing textures (some surfaces are appearing transparent). The other examples compiled without error but do not seem to run. Also the software drivers do not seem to work (nothing is rendered).
Ideas anyone?
Compiling Examples with Mac OS SDK for Irrlicht 1.4
helllo datamagik,
I am a mac-nooby cause I got my macbook pro this november.
But I tried the "hello world" example by myself with the new irrlicht 1.4 and everything went fine.
I used this tutorial from this forums: click me
I think the problem is that mac-users have to use carbon/cocao frameworks to get everything to run
But the examples dont use this frameworks.
But as I said at the beginning -> I am a noob and this is just a suggestion.
Maybe someone with more experience will come along and can give you better answer
I am a mac-nooby cause I got my macbook pro this november.
But I tried the "hello world" example by myself with the new irrlicht 1.4 and everything went fine.
I used this tutorial from this forums: click me
I think the problem is that mac-users have to use carbon/cocao frameworks to get everything to run
But the examples dont use this frameworks.
But as I said at the beginning -> I am a noob and this is just a suggestion.
Maybe someone with more experience will come along and can give you better answer
Okay I found that the bulk of examples that didn't build failed because they require console input (as I recall console can be added to a Cocoa app).
My quick fix was to modify all the main.cpp files for the examples to default to OpenGL (and yes to any of the yes/no questions), skirting the console IO with #ifndef MACOS/#endif. It would be better from the standpoint of style to add the necessary headers to the XCode project so those examples compile correctly without this, but at least it allows the examples to build to Irrlicht 1.4 under Mac OS.
Here is the examples directory with the quick fix applied:
http://datamagik.net/irrlicht/examples.zip
In a few of the examples I am experiencing texture and mouse movement issues which I suspect are related to the problem that persists in the Tech Demo. I will look to see if this somehow relates to the change between Irrlicht 1.0 (the last version with a working Mac OS XCode project) and later versions (which included reversal of the ordering of X and Y coordinates passed to some routines).
My quick fix was to modify all the main.cpp files for the examples to default to OpenGL (and yes to any of the yes/no questions), skirting the console IO with #ifndef MACOS/#endif. It would be better from the standpoint of style to add the necessary headers to the XCode project so those examples compile correctly without this, but at least it allows the examples to build to Irrlicht 1.4 under Mac OS.
Here is the examples directory with the quick fix applied:
http://datamagik.net/irrlicht/examples.zip
In a few of the examples I am experiencing texture and mouse movement issues which I suspect are related to the problem that persists in the Tech Demo. I will look to see if this somehow relates to the change between Irrlicht 1.0 (the last version with a working Mac OS XCode project) and later versions (which included reversal of the ordering of X and Y coordinates passed to some routines).
With both the release 1.4 for Mac OS and the latest SVN, if I try to compile the examples "out of the box" (launching the XCode project file which builds the library and most of the examples) the examples do not work. Demo runs but intermittently displays the axis inversion issue I reported earlier (either with mouse movement or textures).
Has anyone else been able to use the XCode project as-is to build the examples "as shipped" under MacOS (and actually run them without drawing errors) or is this part of the code base still broken?
If this is simply a problem with my configuration I'd like to fix my configuration. If the code is still "broken" then it would be worthwhile cleaning up the examples to make them build more fluently on multiple platforms.
Has anyone else been able to use the XCode project as-is to build the examples "as shipped" under MacOS (and actually run them without drawing errors) or is this part of the code base still broken?
If this is simply a problem with my configuration I'd like to fix my configuration. If the code is still "broken" then it would be worthwhile cleaning up the examples to make them build more fluently on multiple platforms.