Compiling on Mac

BlitzMax Forums/BlitzMax Programming/Compiling on Mac

BLaBZ(Posted 2013) [#1]
Hi All -

I searched the forums but didn't find anything relating to this.

I'm trying to compile OpenGL (minib3d etc) on Mac OS X Lion and I'm getting the following error

i686-apple-darwin11-llvm-g++-4.2: AGL: No such file or directory
i686-apple-darwin11-llvm-g++-4.2: OpenGL: No such file or directory


Has anyone experienced a similar issue?

Thanks!


Brucey(Posted 2013) [#2]
You have XCode and the command-line tools installed ?

Not sure why it wouldn't find the correct headers otherwise.


BLaBZ(Posted 2013) [#3]
Yup,

iOS SDK (Xcode 5.0.2 and 4.6.3) with Application Loader
Command Line Tools with gcc and g++

I should mention I'm using http://www.macincloud.com/


BLaBZ(Posted 2013) [#4]
Figured it out, OpenGL v2.0 is the culprit, looks like MacinCloud is not an option :/


Brucey(Posted 2013) [#5]
MacinCloud shouldn't matter if the box is set up correctly. AGL and OpenGL headers are pretty much standard items for OS X development.

Does BlitzMax work in general? For example, can you rebuild pub/brl modules? Because there's GL stuff in there too.


BLaBZ(Posted 2013) [#6]
Yeah it does work in general and all of the samples work.

When I import updated versions of Glew and OpenGL then I get the error message.

I updated OpenGL and Glew performing the steps in this link

http://www.blitzbasic.com/Community/posts.php?topic=90520

And everything rebuilt successfully.


Brucey(Posted 2013) [#7]
Are you building on Mavericks? Because as far as I can tell, that's the first (and only) OS X to support OpenGL 4


BLaBZ(Posted 2013) [#8]
I contacted their support and they're going to set up a Mavericks machine.

I didn't realize the Mac OS version determined graphics support, that's unfortunate on Apple's part.

Thanks for the help Brucey :)