Raydium 3D Game Engine

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PostPosted: Tue Dec 12, 2006 9:13 pm 
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C'est bien d'un portage dont je parlais. Je vais essayer ce soir de voir si j'arrive à faire qqc. A priori le point bloquant actuel (OpenAL) n'en est pas un puisque OpenAL fait parti du système de base sous Tiger... Après reste à savoir si mon MacBook arrivera à faire tourner correctement tout ça avec sa petite GMA950...


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PostPosted: Tue Dec 12, 2006 10:59 pm 
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Entendu, je surveille ce thread.


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PostPosted: Tue Dec 12, 2006 11:01 pm 
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Tient ça tombe bien que je repasse par là :D

Bon j'ai pas trop eu le temps et en plus j'avai eu quelques problèmes de dépendance dans le système qui m'avait ralentie mais néanmoins le ./configure passe quasiment sur ma machine au détail près des deux lignes "test_build" concernant l'openAL (bon en faite c'est effectivement intégré dans MacOS il a pas l'air de satisfaire le test)

Bon bien sur j'ai lançé un make pour voir et il me retourne quelque erreur à propos de fichier en tête qui on un chemin incorrect mais ça c'est facilement corrigible faut voir ce que ça donnera plus loin.
Vue que je commence à avoir plus de temps je m'y réinterresserai ou au pire si je peux donner un coup de main à quelqu'un qui veut tenter le coup.


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PostPosted: Tue Dec 12, 2006 11:17 pm 
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Bha voilà, les choses se relançent ;)

De mon coté, je suis particulièrement limité (principalement matériellement) dans l'aide que je peux vous apporter. En revanche, un fois le terrain défriché, je ferais le nécessaire pour officialiser le port (modifs dans le SVN, annonces, ...) en suivant vos recommendations (voire en vous ouvrant un compte SVN si nécessaire).

L'idéal à terme étant de pouvoir compter sur quelqu'un pour maintenir tout ça (vérifier périodiquement que tout se compile sur cette plateforme, créer les releases binaires pour les sorties de ManiaDrive, ...).

For english readers, we're still talking about a MacOS X x86 port of ManiaDrive (and Raydium, by the way).


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PostPosted: Wed Dec 13, 2006 6:27 am 
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Petit état d'avancement avant d'aller me coucher...

Pour l'instant je n'ai pas réglé le problème du glInit, en regardant les sources de glewinfo, il semblerait qu'il faille utiliser des define pour ne pas utiliser glInit sur Mac, en effet il y a ce bout de code dans glewinfo :
Code:
#ifdef GLEW_MX
  err = glewContextInit(glewGetContext());
#ifdef _WIN32
  err = err || wglewContextInit(wglewGetContext());
#elif !defined(__APPLE__) || defined(GLEW_APPLE_GLX)
  err = err || glxewContextInit(glxewGetContext());
#endif

#else
  err = glewInit();
#endif


Je continuerai de tester demain soir...


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PostPosted: Sat Dec 16, 2006 6:04 am 
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histoire que ça se retrouve indexé dans les moteurs de recherche je vais continuer en anglais...

Progress so far:

I've been able to have configure pass the GLEW tests (without cheating), it requires to change the compilation lines so that the glut window was first opened. It won't work unless done inside an xterm under X11.

Then I had some troubles with OpenAL, this one was pretty simple. It's a base framework, and the path is not the standard one. I just had to change the includes from AL/al.h to OpenAL/al.h and replace the link configuration from -lopenal to "-framework OpenAL".

I'm currently installing ALUT which is missing in osx, but I haven't finished yet because compilation fails by default. This is next thing I'm gonna solve, but it's bed time for now. To be continued...

this is a diff to the default configure, it also integrates the modifications done by Carnaby

Code:
95c96
<       wget -O raydium/ode.tar.gz http://freeway.raydium.org/data/stable_mirror
s/ode.tar.gz
---
>       #wget -O raydium/ode.tar.gz http://freeway.raydium.org/data/stable_mirro
rs/ode.tar.gz
101c102,103
<       tar xzf ode.tar.gz
---
>       #tar xzf ode.tar.gz
>       #tar xzf ode.zip
283c285
< test_build "OpenGL" "$file" "-L/usr/X11R6/lib/ -lGL"
---
> test_build "OpenGL" "$file" "-L/usr/X11R6/lib/ -I/usr/X11R6/include/ -lGL"   #
macos fix
290c292
< test_build "GLU" "$file" "-L/usr/X11R6/lib/ -lGL -lGLU"
---
> test_build "GLU" "$file" "-L/usr/X11R6/lib/ -L/usr/X11R6/include/ -I/usr/X11R6
/include/ -lGL -lGLU"   #macos fix
322c324
<     test_build "GL/GLU hardware support" "$file" "-L/usr/X11R6/lib/ -lGL -lGLU
"
---
>     test_build "GL/GLU hardware support" "$file" "-L/usr/X11R6/lib/ -I/usr/X11
R6/include/  -lGL -lGLU -lX11 -bind_at_load"   #macos fix
331,334c333,340
< #include <GL/gl.h>
< #include <GL/glu.h>
< int main(void) { glewInit(); return 0; }'
< test_build "GLEW" "$file" "-L/usr/X11R6/lib/ -lGL -lGLU -lGLEW"
---
> #include <GL/glut.h>
> int main(int argc, char** argv) {  glutInit(&argc, argv);
>  glutCreateWindow("window");
>  GLenum err = glewInit();
>
>  return 0;
> }'
> test_build "GLEW" "$file" "-L/usr/X11R6/lib/ -I/usr/X11R6/include/ -L/opt/loca
l/lib/ -I/opt/local/include/ -lGLUT -lGLEW"  #macos fix
340,342c346,347
< #include <AL/al.h>
< #include <AL/alc.h>
< #include <AL/alut.h>
---
> #include <OpenAL/al.h>
> #include <OpenAL/alc.h>
356c361
< test_build "OpenAL" "$file" "-lopenal"
---
> test_build "OpenAL" "$file" "-framework OpenAL"
361,363c366,368
< #include <AL/al.h>
< #include <AL/alc.h>
< #include <AL/alut.h>
---
> #include <OpenAL/al.h>
> #include <OpenAL/alc.h>
> //#include <AL/alut.h>
380c385
< test_build "OpenAL 1.1 and ALUT" "$file" "-lopenal -lalut"
---
> test_build "OpenAL 1.1 and ALUT" "$file" "-framework OpenAL"



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PostPosted: Sat Dec 16, 2006 12:30 pm 
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OK, very nice. We must find a clean way to integrate all this to SVN tree. Some changes are simple (a few #ifdef will do the job), some are more complex, so we'll need to rewrite a few things in configure script and the Makefile, where we must be able to detect OSX.

What sort of modifications are applied to ODE archive ?


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PostPosted: Sat Dec 16, 2006 8:42 pm 
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None as fair as I remember, it's just commented out because it's fetched every time while the file already sits on my hd. There should be some kind of test so that it's fetched only if the file doesn't exists yet. Same applies to the uncompress task, but this is faster and local, so it's not as bad I guess...


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PostPosted: Sat Dec 16, 2006 10:29 pm 
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Good news, I managed to get the configure script to succeed!

It doesn't mean I was able to finish a succesful "make", but it's a step in the right direction. I had to "hack" the libtool script of the freealut lib for it to compile. I know I didn't do it the right way, but I'm not at all an expert in autoconf. Once alut was installed, it was just a matter of correcting the path so that they would match the ones on a Mac and installing both libogg and libvorbis from darwinports.

Here's the diff to the libtool of freealut (http://www.openal.org/openal_webstf/dow ... 1.0.tar.gz)

Code:
211c211
< archive_cmds="\$CC -dynamiclib \$allow_undefined_flag -o \$lib \$libobjs \$deplibs \$compiler_flags -install_name \$rpath/\$soname \$verstring"
---
> archive_cmds="\$CC -dynamiclib -framework OpenAL \$allow_undefined_flag -o \$lib \$libobjs \$deplibs \$compiler_flags -install_name \$rpath/\$soname \$verstring"


And here are the remaining modifications of the configure file for ManiaDrive:

Code:
400c405
< test_build "Ogg/Vorbis" "$file" "-lvorbis -lvorbisfile -logg"
---
> test_build "Ogg/Vorbis" "$file" "-L/opt/local/lib -I/opt/local/include -lvorbi
s -lvorbisfile -logg"
423c428
< test_build "libjpeg" "$file" "-ljpeg"
---
> test_build "libjpeg" "$file" "-ljpeg -I/sw/include -L/sw/lib"


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 Post subject:
PostPosted: Mon Jan 22, 2007 2:37 pm 
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any new information about maniadrive for mac? ;)


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PostPosted: Mon Jan 22, 2007 6:06 pm 
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While I worked on the configure script, I haven't touched the actual code itself nor tried to compile it. I was hoping somebody else would do it based on the modifications I had to do for the config script to run. Yeah I'm speaking of you, dear admins ;)


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PostPosted: Mon Jan 22, 2007 8:35 pm 
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Hi,
I dunno if I read your message correctly, but you want me to commit your changes to the source tree ? To do so, we need a "working" full patch. By working, I mean something that makes the whole thing able to be compiled, which is not the case if I read the thread correctly :)

I'm OK to try to write the co-living code between linux/mac platforms, but once the port is OK on the mac side, since it's quiet a complex work ;)


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