Re: linking OpenGL (was :still having problems with cross development)
Re: linking OpenGL (was :still having problems with cross development)
- Subject: Re: linking OpenGL (was :still having problems with cross development)
- From: Monroe Williams <email@hidden>
- Date: Wed, 29 Oct 2003 11:18:33 -0800
On Oct 29, 2003, at 10:35 AM, joshua portway wrote:
It seems to be working for me to just copy the Libraries folder from a
10.2 install into the SDKs folder.
At least - it links and according to our beta testers the app now
seems to run OK on 10.2.
what problem are you having exactly with glTexImage2D ? I seem to
remember having some problems there earlier on, but it's a bit foggy -
the last days have been somewhat sleepless...
I tried it once and saw the app crash inside glTexImage2D, according to
the crash log backtrace. I didn't investigate further. It could be
some unrelated problem.
At any rate, I don't consider making these sorts of changes to the
development environment an acceptable solution. If someone can't
install clean dev tools, do a checkout of our CVS repository and
successfully build, there's something wrong that needs to be fixed.
It certainly doesn't seem right to me that i should have to make an
function table in order to link to the openGL framework, unless I want
to be able to use extensions that might not be present on the target
machine. The way I would have thought it would work is that I would
select a target SDK and build - if every openGL function is present in
that version of the SDK it should link and that should be it. If I'm
using a function which isn't present in that version then I should get
a link error and then I can worry about using function pointers etc.
Agreed. I know there's a function pointer based method for dealing
with OpenGL extensions, but the basics (like glLoadIdentity and the
other undefined symbols I listed) are supposed to come from a library,
no matter which version of OpenGL you're using.
After all - I can still run old OpenGL apps that were built years ago
and linked against the OpenGL frameworks on 10.1, and they still run
on 10.3. Surely if I could build an app in 10.1 then by selecting the
10.1 target SDK in xCode I should be able to do the same thing ? Or
have I misunderstood the cross development stuff completely ?
This was my understanding as well, but the fact that there doesn't seem
to be a way to tell XCode which version of GCC to use makes me wonder
if I'm confused on this point. Can one really build to the 10.1 SDK
with the latest version of GCC 3.3?
-- monroe
------------------------------------------------------------------------
Monroe Williams email@hidden
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