[ODE] Building on MacOSX (and now Linux)

Samuli Riihonen samuli at riihonen.net
Fri Apr 28 14:31:04 MST 2006


Hello all!

Just the other day I recognized that drawstuff still uses X11 on Mac  
OS X and decided to try and make a 'native' port of the platform- 
specific code.
I have somewhere in the past fixed a couple of annoyances in glfw  
(just for my own use, never got them committed...) and now started to  
build the native version with glfw code as reference.
So... if no one other has had any more progress in this direction, I  
would be willing to implement a version that would not require X for  
mac users.
I will not, however, bind myself into any schedule on this (day-jobs  
be damned...)
I also agree that ode should not have any (more) external dependencies.

If someone thinks it would not be a good idea to do this, speak out  
and save my time.

- Samuli

On 28.4.2006, at 23.43, Rodrigo Hernandez wrote:

>
> Lets just not blow this out of proportion, I am testing the script  
> Ryan
> proposed right now, seems to work at least for MinGW so far,
> I'll test it on Linux and if everything is fine, I'll commit, lets try
> not to introduce any new requirements for now.
>
>
> Wesley Smith wrote:
>
>> Well, you already have different source files for windows and X11.
>> Using GLUT (just one of many options) would allow you to have just  
>> one
>> source file for getting a window as opposed to the 2 there are now.
>>
>> I'm not sure if you're familiar with GLFW, but it works on just about
>> every platform I know.  It's easy to build and only has 1 header  
>> file.
>> I've been using for for cross platform opengl on Windows, OSX (intel
>> and PPC), and Linux (Debian on 64-bit machines) and I've never had a
>> compilation problem with it.  IMHO, GLUT is seriously out of date and
>> should be stripped out of any library that depends on it.
>>
>> wes
>>
>> On 4/28/06, Rodrigo Hernandez <kwizatz at aeongames.com> wrote:
>>
>>>
>>> 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
>>>>>
>>>>> _______________________________________________
>>>>> ODE mailing list
>>>>> ODE at q12.org
>>>>> http://q12.org/mailman/listinfo/ode
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
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>>>>
>>>>
>>>
>>>
>>
>
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