jensverwiebe wrote: Mon Jan 29, 2018 3:14 pm
SDKpathes are never a problem, cause you can assume a given structure ( unless Aplle reinvented the wheel again )
Once the changes are added to the online repository, what I'll do is wipe and redownload and redo it once again.
By C++ bindings, do you mean cl.hpp into Xcode? Yes, the file is there. But can't remember if I added it in myself or if the new High Sierra Xcode had it automatically. I remember doing it, but just not if it was before or after the OS upgrade. Xcode has been updated since, so that probably means the old one was overwritten anyway, which could mean no one has to manually add it in anymore. As for adding it into the macos dependency tree, no, I don't believe I did. OR it means Apple doesn't replace Xcode.app, just updates the contents of it. Find that unlikely but I can't really rule it out.
Going to regenerate the project again from the updated cmake just to make sure I did it right this time. If i remove the #include I still get the CGLGetCurrentContext error regardless of how OPENCL_SEARCH_PATH is set.
I should note here that my include line in device.cpp is:
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#include "/Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/System/Library/Frameworks/OpenGL.framework/Versions/A/Headers/CGLCurrent.h"
Not from the SDK inside Xcode.app. Going to put in explicit file path from Xcode.
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#include "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/System/Library/Frameworks/OpenGL.framework/Versions/A/Headers/CGLCurrent.h"
Error disappears and seems to compile fine.