View Full Version : trying to compile
mmasters
09-28-2004, 07:44 PM
I'm trying to compile a program using make. The program is at the following link and it is the GeoMorphing program:
http://www.frustum.org/3d/
I was able to get this to compile on linux without any problems. I just bought a powerbook last week and I'm still trying to get the hang of everything. If anyone could suggest how I could get this compiled I would be greatful.
thanks,
Mike
OneSadCookie
09-28-2004, 09:05 PM
It uses X11 and GTK, so you'll need them installed. Apple has X11, and you'll need the SDK too. GTK you can get from fink or darwinports.
The makefile will need to be pointed at these. For me, with GTK from DarwinPorts, this is enough:
CFLAGS = -I/usr/X11R6/include -I/opt/local/include
LDFLAGS = -L/usr/X11R6/lib -L/opt/local/libThen, you've got a bit of a porting job on your hands. The GL code doesn't play nicely with the GL headers that come with Apple's X11. In particular, the headers from Apple's X11 don't know about the NV programs or GLSL, and do know about versions of OpenGL newer than 1.1. I'm sure you're capable of sorting all that stuff out :p
arekkusu
09-28-2004, 10:08 PM
In this case, the code will not currently work under OS X, because it uses GLSL (glCompileShaderARB in shader.cpp). You'll have to wait for Apple to ship GLSL support.
mmasters
09-29-2004, 03:17 PM
any idea when apple will support GLSL? It seems really odd to me that apple doesn't support it. Are there any work arounds for this?
thanks,
Mike
OneSadCookie
09-30-2004, 02:24 AM
no, no.
mmasters
10-01-2004, 08:40 AM
I can't say that I know very much about opengl shaders, but I found that Apple has a program called "opengl shader builder". Would this imply that OSX has support for shaders?
Just wondering,
Mike
OneSadCookie
10-01-2004, 05:16 PM
The OpenGL shader builder (currently) supports ARB_vertex_program, ARB_fragment_program, and ATI_text_fragment_shader.
I expect that when GLSL support does come along, the shader builder will be extended to handle it.
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