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Re: Porting from Linux to MacOS



>> My C++ code is supposedly open platform, standard, etc...
>> What are the things I should know in order to port my program to the MacOS?

Using OpenGL's GLUT.lib is a good first step to porting. After that you can
start swapping in your own setup/event code if necessary.

If you are not using GLUT, then on MacOS 9 you will have to use AGL to
create an OpenGL context (AGLContext) and attach it to a MacOS window.

(see OpenGL SDK:Source:Examples:Intros:Intro)

If you want to create an app forward-compatible with OS X, then you can
use the Metrowerks Carbon libs to create a Carbon OpenGL app on 9 that
will also run on X (this requires Metrowerks' Codewarrior 6).

(the main OpenGL libs in the current SDK (except for glut.lib) are
already Carbon-compatible for MacOS 9 and MacOS X).

> This is no longer the case. The bytes are reversed on PowerPC/680x0
> processors. (Floats and doubles too).

actually, they're reversed on x86 :)

=td=




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