illza
02-11-2005 17:16:13
Is it just me or does compiling pyogre on mac os x require a link to the source code? When I compiled everything last night I had to add a couple steps to the process, so I figured that I'd post it here in case anyone else runs into the same situations.
When compiling ogre in xcode, even after adding the required frameworks to /Library/Frameworks and making sure the framework packages in xcode were pointing to the appropriate place I still had SDL compilation errors (some of the constants were determined to be out of scope). I posted this problem in the Help forum and Sinbad suggested I update SDL. Trying again using the latest SDL framework yielded the same result. Only adding /Library/Frameworks; /System/Library/Frameworks; ~/Library/Frameworks to the framework search path in the project settings finally allowed the compiling to succeed. The root cause of this, I'm still not sure; but it would seem to me that if the proper directories were pointed to for each specific framework that this shouldn't have happened. Anyway, Ogre.framework compiled and I copied it to /Library/Frameworks.
Following the instructions in the Mac os build README in the pyogre src (downloaded from trunk at berlios) the build also failed and complained about not finding OgreSystemFile.h. Looking in the ogre.framework, there is no OgreSystemFile.h, but it does exist in the OgreMain src. Including the path to the Ogre src fixed this problem. Next, as jacknutting has stated in other threads; the installation requires libng, which is not stated anywhere that it's needed. For now removing the -framework libpng fixes this; though as jack said, this will likely cause problems with png files. Finally an _ogre.so and ogre.py are generated properly. These were then moved to a pyogre directory I created in my site-packages directory in my Python 2.4 installation. This allowed the importing of python into either the interpreter or a source file.
Reading the remainder of the pyogre mac osx readme, it says that the cocoa appkit isn't used for handling windows at this time, and therefore makes it impossible to run any of the samples. Is anyone working on a solution to this, or should I start poking around?
When compiling ogre in xcode, even after adding the required frameworks to /Library/Frameworks and making sure the framework packages in xcode were pointing to the appropriate place I still had SDL compilation errors (some of the constants were determined to be out of scope). I posted this problem in the Help forum and Sinbad suggested I update SDL. Trying again using the latest SDL framework yielded the same result. Only adding /Library/Frameworks; /System/Library/Frameworks; ~/Library/Frameworks to the framework search path in the project settings finally allowed the compiling to succeed. The root cause of this, I'm still not sure; but it would seem to me that if the proper directories were pointed to for each specific framework that this shouldn't have happened. Anyway, Ogre.framework compiled and I copied it to /Library/Frameworks.
Following the instructions in the Mac os build README in the pyogre src (downloaded from trunk at berlios) the build also failed and complained about not finding OgreSystemFile.h. Looking in the ogre.framework, there is no OgreSystemFile.h, but it does exist in the OgreMain src. Including the path to the Ogre src fixed this problem. Next, as jacknutting has stated in other threads; the installation requires libng, which is not stated anywhere that it's needed. For now removing the -framework libpng fixes this; though as jack said, this will likely cause problems with png files. Finally an _ogre.so and ogre.py are generated properly. These were then moved to a pyogre directory I created in my site-packages directory in my Python 2.4 installation. This allowed the importing of python into either the interpreter or a source file.
Reading the remainder of the pyogre mac osx readme, it says that the cocoa appkit isn't used for handling windows at this time, and therefore makes it impossible to run any of the samples. Is anyone working on a solution to this, or should I start poking around?