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Messages - jakov

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1
Yes, confirmed! It works with SFML 2.3, after patching of course.

All I had to then was to copy missing extlibs into .app/Contents/Frameworks/ and it runs on any vanilla Mac without SFML installed in sys libs or frameworks.

2
So, I installed SFML 2.3 and the prereqs, like FLAC etc. Then I patched it as instructed. Created a new vanilla SFML from the template.

And lo and behold, it actually worked on plain Mac without SFML installed.

So, I have some homework to do obviously. Thanks for pointing me in the right direction. I will come back here if I totally get stuck in the "real" app I am trying to make, but on the whole we can consider this issue closed.

3
Thank you so much. Will try when I have the chance.

4
That was the one I started out with and tweaked to get where I am.

But very good point, I will start over with the official plain vanilla template once more and then come back here with my finding.

Does this generally work for you?  I mean starting an SFML 2.2 (or 2.3, I upgraded to that yesterday) app on an OSX computer where SFML is not installed in the system libraries.

On a side note I am really attached to SFML, currently we have almost the exact same code for OSX, Linux and Windows. (Hoping to support iOS too once I get OSX working fully.)



5
I have tried, for weeks now, to compile and link SFML on OSX, on my little game.

It now compiles and links, but when I run the program, it will not start unless the SFML Framework is installed in the system libraries on the Mac.

I have tried changing all sorts of settings in Xcode, I have tried macdylibbundler, otool etc.

Anything to make the app look for the SFML inside the .app directory.


To no avail.

It is always something with the @rpath. I found on some forum for another game that SFML changed from @executable_path to @rpath from version 2.1 to 2.2 or something, could that be related.

Is there some recommended way to make an SFML app on OSX look for SFML inside the .app directory instead of in system libraries? Or, some way to build SFML statically. Building statically, although frowned upon for some reason, always solves everything... :)




6
Thank you!  I will try this.

7
As I said, I have successfully compiled and ran SFML programs for Linux (make + gcc), Win32 (Visual Studio Express 2012) and OSX (Xcode 5 and I think it worked in Xcode 6 too).

On Linux I built SFML from source, on Win32 and OSX I used precompiled releases.

I found some forum post which said that for iOS support, download the latest version from github. But now I have very little clue on how to proceed from there. There seems to be something related to Xcode there, but for OSX?

best regards and please help

8
Window / Second monitor turns off
« on: March 16, 2013, 12:41:00 am »
Whenever I start a fullscreen window (using SFML-2) the 2nd monitor turns itself off. This happens in both Windows and Linux.

Is there a way to open  a fullscreen window without this happening?

Or is there any way to make a "normal" window lie on top and cover the entire screen, instead, in effect a "fake fullscreen"?

9
General / Re: SFML 2 - VS 2010 Programs Hangs On Exit
« on: February 11, 2013, 12:56:31 am »
Same thing happens for me, but in LInux.

10
General / Re: Cross compile SFML on MXE, Ubuntu
« on: November 18, 2012, 09:56:53 pm »
Thanks, I needed a nudge. Tried so many odd things I didn't see the clues in front of me.

11
General / Cross compile SFML on MXE, Ubuntu
« on: November 18, 2012, 06:54:22 pm »
Hi!

I develop on Ubuntu, for Windows, with Mingw.

I linked the official Mingw 2.0-pre libraries, but then the program crashed when I called the first method.  Some googling led me to believe, this is what happens when the library is compiled with another compiler version than the one I am using.

So, I try to compile SFML with http://mxe.cc, but what is the proper magic spell to give it to compile with Mingw in Linux?

I have tried

cmake -DCMAKE_TOOLCHAIN_FILE=~/Toolchain-mingw32.cmake -D FREETYPE_LIBRARY=freetype  -D FREETYPE_INCLUDE_DIRS=/opt/mxe/usr/i686-pc-mingw32/include/freetype2   -D GLEW_LIBRARY=glew -D GLEW_INCLUDE_PATH=/opt/mxe/usr/i686-pc-mingw32/include   -D JPEG_INCLUDE_DIR=/opt/mxe/usr/i686-pc-mingw32/include  -D JPEG_LIBRARY=jpeg .


and

SET(CMAKE_SYSTEM_NAME Windows)

# which compilers to use for C and C++
SET(CMAKE_C_COMPILER i686-pc-mingw32-gcc)
SET(CMAKE_CXX_COMPILER i686-pc-mingw32-g++)
SET(CMAKE_RC_COMPILER i686-pc-mingw32-windres)
SET(CMAKE_FIND_ROOT_PATH  /opt/mxe/usr /opt/mxe/usr/ )



Now it asks for openal libraries,

CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:70 (MESSAGE):
  Could NOT find OpenAL (missing: OPENAL_INCLUDE_DIR)
Call Stack (most recent call first):
  /usr/share/cmake-2.8/Modules/FindOpenAL.cmake:101 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  src/SFML/Audio/CMakeLists.txt:42 (find_package)


-- Configuring incomplete, errors occurred!


And by then I started thinking, does SFML even use OPENAL on Windows?  Am I on the right track?  Besides, MXE doesn't even seem to have OPENAL.



Any ideas? :)

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