Search found 28 matches
- Thu Mar 08, 2018 8:44 pm
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
I updated the Embree version to 3.0. Not sure how to copy what's necessary into macos folder or really how to force cmake or linker to use installed files.
- Thu Mar 08, 2018 2:34 pm
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
Turns out my PSU for my old MacBook Air (10.12) was dead. Seems to work fine now, though I haven't tried compiling alpha6 on it yet. I tried compiling 2.0a6 on my iMac (10.13.3) and it fails at link. Warns that libstdc++ is deprecated in favour of libc++ now but tells me that macos is missing lib/De...
- Sun Feb 04, 2018 3:18 pm
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
Thats all still odd, cause i don't need any of these tweaks to config/generate/compile. Something must go wrong for you with the sdk setup initially. Btw: SET(EMBREE_FOUND ON) can be commented as well cause the findmodule now works. I only used it with hardcoded pathes to satisfy findmodules eventu...
- Sun Feb 04, 2018 2:17 am
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
I've begun my attempt at configuring cmake and compiling LuxCore on a 10.12 Sierra system. Some interesting notes. cmake is finding macOS header files, not in Xcode, but inside "/Library/Developer/CommandLineTools" I've placed cl.hpp inside both Xcode and this CommandLineTools yet still Xc...
- Thu Feb 01, 2018 4:08 pm
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
Getting all sorts of missing libraries, which I should have foreseen. Looking at the old setup, the command line utilities were run from inside the LuxRender.app so looks like they used the libraries included there. Otool is your friend ;) Also: Sure you can design luxcoreui as an appbundle. Set th...
- Wed Jan 31, 2018 12:58 pm
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
The new utilities are ... functional. But any customization has to be done by hand. Think I got selectable list for custom install. -- Using the pkg installer created on High Sierra does work on Sierra. The only thing I needed to do was include in the embree and TBB libraries and included them in th...
- Wed Jan 31, 2018 5:22 am
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
I sat down this evening and taught myself pkgbuild and productbuild on OSX. I have some grasp and can get it to make an installer. Finding documentation is pretty tough to do much right now beyond the basics. I found a document describing all the XML, but doesn't describe the actual structure of the...
- Tue Jan 30, 2018 10:55 pm
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
Once I get my old MacBook Air up and running, I'll try compiling it on 10.12 Sierra.
- Tue Jan 30, 2018 9:50 pm
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
########## OS and hardware detection ########### execute_process(COMMAND uname -r OUTPUT_VARIABLE MAC_SYS) # check for actual system-version if(${MAC_SYS} MATCHES 17) set(OSX_SYSTEM 10.13) elseif(${MAC_SYS} MATCHES 16) set(OSX_SYSTEM 10.12) elseif(${MAC_SYS} MATCHES 15) set(OSX_SYSTEM 10.11) cmake_...
- Tue Jan 30, 2018 12:59 pm
- Forum: Development
- Topic: Mac OS
- Replies: 215
- Views: 129266
Re: Mac OS
I think it probably would a good idea to but a little inline comment for future clarity, such as:
As for the macOS repository, are there any files in there that are long required?
Code: Select all
#include <OpenGL/OpenGL.h> // Header file required for CGLGetCurrentContext();