Comments (4)
@alaingalvan ,That's so kind of you, thanks so much !! 🍻🍻
Finally , by using your commit ( 83508b9 solved my problem , it run successfully on my Mac, And I see a rotating colorful triangle !
ps: 1. On the process of compiling, although has a code sign identity problem, I work around it .
2. I don't know why the function getcwd() return the string "/" (in file Render.h:line26), then I write the absolute path manually, it works anyway.
from metal-seed.
Hi @kissingfire123, looks like CrossWindow wasn't set to use MacOS and is including the Linux XCB Windowing library instead. By the look of things, there might be something wrong with CrossWindow since it should just auto-detect you're on MacOS. In any case, I'll modify the CMake file to set this by default, thanks!
One solution could be to set your CrossWindow OS in your command line arguments when you let CMake make your XCode Project file.
First delete the contents of that build
folder, cd
into it, then try this and let me know if this works:
cmake .. -G Xcode -DXWIN_API=COCOA
from metal-seed.
Hi @alaingalvan , I tried it as your advices. But unluckly, it failed.
I tried two ways, it all failed .
Ps: my Mac is apple-m1 Mac-mini(OS11.3,Xcode 12.5), my iPhone is iPhone 11(with iOS14.3).
# want to compile for target MAC_OS
cmake .. -G Xcode -DXWIN_API=COCOA -DXWIN_OS=MACOS
# want to compile for target iOS
cmake .. -G Xcode -DXWIN_API=UIKIT -DXWIN_OS=IOS
But, Xcode complain both about the glm-module, I have no clue, the error info listed below:
mmintrin.h:33:5: error: use of undeclared identifier '__builtin_ia32_emms'; did you mean '__builtin_isless'
screenshot :
from metal-seed.
Try removing the first macro before importing GLM:
// Line 8 of Renderer.h, this one right here 👇
#define GLM_FORCE_SSE42 1
#define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES 1
#include "glm/glm.hpp"
EDIT: Just did this for you with the latest commit 83508b9, and I also updated GLM as well.
from metal-seed.
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