[ODE] Building on MacOSX (and now Linux)

Rodrigo Hernandez kwizatz at aeongames.com
Fri Apr 28 13:19:36 MST 2006


Well, I dont think we want to introduce any further dependencies, 
specially when required just to
build the test programs, if anything, I would really advocate to use SDL 
instead of GLUT.

Wesley Smith wrote:

>Why not link against the GLUT and OpenGL frameworks on OSX?  It's so
>much easier and most environments are setup for it.  To compile the
>Bullet domes on OSX, I changed their headers with the following
>preprocessor commands:
>
>#if defined(__APPLE_CC__)
> #include <GLUT/glut.h>
>#else
> #include <GL/glut.h>
>#endif
>
>wes
>
>On 4/28/06, Ryan Gardner <ryebrye at gmail.com> wrote:
>  
>
>>I think that a part of the problem building on a mac is that the autotools
>>aren't finding the OS X's GL libraries correctly.
>>
>>If I manually edit the generated config files for drawstuff and destest to
>>include and link with the /usr/X11R6/include and /usr/X11R6/lib it will get
>>past the Open GL complaining in the make process...
>>
>>I found an m4 script on the web that may or may not help solve this problem.
>>It's located here:
>>
>>http://autoconf-archive.cryp.to/ax_check_gl.html
>>
>>I have not done anything with autotools before, so I have no clue where to
>>put that script (or if it would even help)
>>
>>After I sidestepped the OpenGL hurdle by manually editing the makefiles, I
>>had another problem come when trying to link libode.dylib
>>
>>ld: Undefined symbols:
>>__Unwind_Resume
>>
>>That's where I'm at now. FWIW, ode 0.5 builds and runs fine on my Mac... so
>>I know that the GL stuff (at least the old GL stuff) will work and build and
>>run... etc..
>>
>>Ryan
>>
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>>    
>>
>
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