Game Development Community

362 & OSX: Anybody have this working?

by Gibby · in Torque 3D Professional · 01/10/2015 (10:13 am) · 11 replies

Per the title, I'm curious if anyone has T3D 3.6.2 compiled in OSX, and if so, what version of OSX and xCode are you using? I use OSX 10.8 and xCode 4 and I'm getting a ton of GCC errors - any suggestions?

#1
01/10/2015 (10:21 am)
current dev branch, fonts are glitchy but i got basic lighting working. compiles with 10.6 SDK (newer sdks might break, although 10.7 was tested i believe). Basic lighting fully works more or less, but advanced I'm still fixing. If you can find a font fix, PLEASE let me know i've been at this for a few days now. (Fonts work in windows opengl)

It's all OpenGL 2.1 + ARB FrameBufferObject

https://github.com/JeffProgrammer/Torque3D/tree/macosx-intel

ps. use LLVM to compile, not GCC. it has llvm fixes
#2
01/10/2015 (11:01 am)
@Jeff: Thanks! I'll check it out today...
#3
01/10/2015 (11:43 am)
Fixed scatter sky.

Here's what it currently looks like for those interested (Basic lighting):

http://i.imgur.com/BwnHnkG.jpg

@Gibby also note you have to compile in i386, not x86_64
#4
01/10/2015 (1:33 pm)
@Jeff: Got it to compile on xCode4, using 10.6 SDK and Apple LLVM - whoa, see what you mean about the fonts. I'll tinker with it and see if I stumble upon anything...

BTW do you have this working in any earlier versions?

I have a hacked-together merge of Luis' port from last spring with AFX I use as a tech demo but I've not been able to get any subsequent versions to work.
#5
01/10/2015 (1:37 pm)
Nope, this is the only version I have. There is a branch from JamesU that is for 3.5.1 but it has quite a few bugs in it, broken things between basic/advanced and D3D (OpenGL 2.1).

Here's the link: https://github.com/jamesu/Torque3D/tree/cortexgl2

Good to hear that you have it working on xcode 4 :)

I really need these fonts fixed, but I'm at my whits end on this after spending quite a few days tinkering things. If you can get it to work please let me know :) After fonts are done so i can actually debug this thing, then I can probably continue advanced lighting work.

Thanks Gibby!
#6
01/13/2015 (8:26 am)
@Jeff: Still stumped on this, tried diff'ing with my working version but the openGL side has been tweaked quite a bit since I set it up last Spring...
#7
01/13/2015 (9:11 am)
yep that's how I am to at it :/ Keep poking around. I will post here if I happen to figure it out.
#8
01/17/2015 (10:31 am)
I do have fonts working on OSX. If I see you this weekend on irc jeff i can see if we can narrow it down. I am working on Linux this weekend so i can take a look at mac too.
#9
01/20/2015 (10:51 am)
Fixed the fonts in a new branch using the old Carbon fonts. I have yet to fix the font from OSX fonts (which I plan to do). I would like to eventually remove all of the carbon out of platformMac, as parts of it do not work in newer SDKs, and it's kinda....old....

Anyways, the new branch works under basic lighting in empty room only (and no decal shadow). Terrain does not work, and other stuff is buggy, as it is based off of Luis's old codebase from a while ago. The good news is the fonts work, which I think *I* broke the fonts in converting the GL3 code into GL2.

Please note that this removes any of the cortex2 branch code from james, as this is all from Luis's branch of opengl_Dev_linux on his github.

https://github.com/JeffProgrammer/Torque3D/tree/GL2_refactor_mac
#10
01/20/2015 (6:34 pm)
@Jeff: I'm pretty much in the same place using Luis' branch - Converting GL3 to GL2 way over my head...
#11
03/19/2015 (12:47 am)
...Trying to get back to this, I forked the most recent master, followed the manual using cMake but get stuck on macCarbStrings.cpp:

line 56:

S32 len = vsprintf(buffer, format, (char*)arglist); <! No Matching function for call to 'vsprintf'