[ODE] how to compile an independent ode app on macosx
Shamyl Zakariya
shamyl at zakariya.net
Mon Jun 18 13:27:08 MST 2007
Since you seem to know your makefile mojo, would you be willing to
update these for the current ode and check them into svn? It seems
like a worthwhile thing to do.
If you can't, I'll see if I can pull it off ( I'm not particularly
good at makefiles, though, and even worse dealing with makefiles and
autoconf )
shamyl at zakariya.net
"finite=alright"
--David Byrne
On Jun 18, 2007, at 3:03 PM, Patrick Enoch wrote:
> Apropos "universal binary":
>
> I use these settings for the universal binary of the libode. This
> must go into ode-0.5.02/config/<makefile.osx-fat>
> along with this settings-file (also into /config/):
>
> <user-settings>
> You will need the OSX10.4 SDK, which is for universal-binaries,
> installed.
>
> ---
>
> For completeness, here are my settings for PPC/i386
> ONLY:<makefile.osx-i386><makefile.osx-ppc>
> ---
>
> The template XCode projects are not universal AFAIK. You need to
> change
>
> XCode Menu -> Project -> Edit Project Settings:
> ) "General" tab -> "Cross Develop Using Target SDK" -> "Mac OS X
> 10.4 (Universal)"
> ) "Build" tab -> Architectures = ppc i386 (topmost setting)
>
>
>
> Patrick
>
>
> On 18.06.2007, at 20:21, Shamyl Zakariya wrote:
>
>> You can build it in the old fashioned way with the ./configure --
>> enable-release --enable-foo && make && make install. Works on my
>> Macbook Pro.
>>
>> This will put ODE headers in /usr/local/include and libs in /usr/
>> local/lib -- furthermore, all the demos will work from the command
>> line.
>>
>> Then, you can build an app in Xcode which uses ode by dragging /usr/
>> local/lib/libode.a into the project ( or adding it from Xcode ) and
>> adding /usr/local/include to the header search paths for the project
>> (or target if that's what you want).
>>
>> This will get you ODE. That being said, I don't use drawstuff, so I
>> don't know if there's a libdrawstuff.a floating around.
>>
>> Now, that being said, I don't know how I'd build a universal version
>> of ODE -- I've tried cross-compiling but not had any real luck. You
>> might be best off building ODE on two machines, one a PPC and one
>> Intel and then using lipo to merge the binaries. Finally, Xcode has a
>> "feature" where if a .dylib is available alongside a static ".a"
>> library, it will simply *refuse* to use the static lib. So if you
>> don't need the dylibs, delete them. This will guarantee that the
>> static libs will be directly linked into your app executable. If
>> that's not what you want, there's other finagling you can do. Check
>> out install_name_tool to massage dylibs to be embeddable into .app
>> packages.
>>
>> shamyl at zakariya.net
>> "shaking fist at indifferent cosmos"
>>
>>
>> On Jun 18, 2007, at 5:37 PM, Tang Lihua wrote:
>>
>>> Hi, all
>>> It's me again. I write an ode program with carbon c++ of
>>> xcode on
>>> macosx. I can build and go in debug mode. but when i run the app
>>> directly in "debug" directory, it refuses to work. The app exit
>>> quickly without giving any error info. it seems cannot find
>>> drawstuff
>>> and ode library.
>>>
>>> Is there any oder having the experience about creating ode app on
>>> macosx? who can give me some hints about setting the ode library?
>>> thanks
>>> in advance.
>>> _______________________________________________
>>> ODE mailing list
>>> ODE at ode.org
>>> http://ode.org/mailman/listinfo/ode
>>
>> _______________________________________________
>> ODE mailing list
>> ODE at ode.org
>> http://ode.org/mailman/listinfo/ode
>
> _______________________________________________
> ODE mailing list
> ODE at ode.org
> http://ode.org/mailman/listinfo/ode
More information about the ODE
mailing list