GLFW bug on MAC

Monkey Forums/Monkey Bug Reports/GLFW bug on MAC

Tri|Ga|De(Posted 2012) [#1]
Everytime I made a new project and compile it to GLFW I have to open the project in XCode and change Base SDK to avoid compile error. I'm I doing something wrong or is this a bug.


AdamRedwoods(Posted 2012) [#2]
one way around this for now, is to go to the monkey->targets->glfw->xcode and change the xproj file there so all your new projects will be fixed.


MikeHart(Posted 2012) [#3]
Works fine here with V64 and XCode 4.2 on 10.6.8.


Tri|Ga|De(Posted 2012) [#4]
I'm running V64 and Xcode 4.4.1 on 10.8.1.

@AdamRedWoods
That did it thanks.


marksibly(Posted 2012) [#5]
Hi,

GLFW works fine here with monkey v64, xcode 4.4.1 and macos 10.8.1.

Have you deleted .build dirs?

Anyone else having or NOT having this problem?


Tri|Ga|De(Posted 2012) [#6]
What AdamRedwoods suggested did work.

But before that I got that error every time, even if I deleted the build dirs.


MikeHart(Posted 2012) [#7]
With V66 and OSX 10.6.8 and XCode 4.2 I get now compile errors in release mode. Compile the Autotest example script and you will see.

Something like this



AdamRedwoods(Posted 2012) [#8]
they changed some things in 2.7.6 so I wonder if you need a newer xcode. I know mine gave me an error regarding opengl3, but since i didn't need it, i commented it out. (i was using xcode 4.4.1)


MikeHart(Posted 2012) [#9]
That would be a bummer. 4.2 is basically the last version that you can get for 10.6.8.


programmer(Posted 2012) [#10]
With V66 and OSX 10.6.8 and XCode 4.2 I get now compile errors in release mode. Compile the Autotest example script and you will see.

It seems it's a problem with GLFW. Fix: http://sourceforge.net/projects/glfw/forums/forum/247562/topic/5440762


MikeHart(Posted 2012) [#11]
Thanks for the info.