Os X compiling

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hawksmoor
Posts: 12
Joined: Mon Oct 14, 2002 8:25 am
Location: Italy

Os X compiling

Postby hawksmoor » Mon Oct 14, 2002 10:58 am

I've downloaded the source yesterday at 20:00 and tried immediatedly to compile the source but I haven't done it.
It seems to insist on finding some files (guess/guessconfig) in a folder called develop but I haven't found one in the blender folder: does this mean I have to create one first?
Sorry but I'm a newbie at the Unix side of things, and I'm pretty confused by this.
Anyone have succeded in compiling it under os X?
Please?
I've version 10.1.5 and the april 2002 dev tools beta1
You can contact me also on blender.it, where I will eventually post the solution for italian blender users.
Thanks in advance.

P.S. a readme file wouldn't have harmed us poor newbies
Long live and prosper to everyone

Tubal_C
Posts: 5
Joined: Wed Oct 16, 2002 12:05 am

Postby Tubal_C » Wed Oct 16, 2002 12:13 am

OK, make a directory called develop, then untar the source there. now you will have the /develop/blender/source/blah/blah/blah.
Good luck on the OSX port, I will be on it soon myself.

VirtualDarKness
Posts: 21
Joined: Sun Oct 13, 2002 7:51 pm

on 10.2.1

Postby VirtualDarKness » Wed Oct 16, 2002 12:29 am

I've obtained some results making an alias (ln -s orig dest) to gnumake:

gnumake -> gmake (cause in mac os x 10.2 there isn't gmake also if you install the apple dev. tools)

..i've ran the script that you can find on
http://www.stack.nl/~wvengen/compileblender

then it started to compile for a long time with many warnings .. until it stopped (:-(() on the better part: the compiling of "creator" :

====> gmake all in source/creator
gcc -c -pipe -fPIC -DNDEBUG -O -funsigned-char -Wall -Wno-char-subscripts -D_THREAD_SAFE -I/System/Library/Frameworks/OpenGL.framework -I../blender/render/extern/include -I../blender/radiosity/extern/include -I../blender/misc -I../blender/imbuf -I../blender/makesdna -I../blender/blenlib -I../blender/include -I../blender/renderconverter -I../blender/blenkernel -I../blender/bpython/include -I../blender/blenloader -I../kernel/gen_system -I../kernel/gen_messaging -I/Users/giovanni/develop/lib/darwin-6.1-powerpc/blenkey/include -I/Users/giovanni/develop/lib/darwin-6.1-powerpc/guardedalloc/include creator.c -o /Users/giovanni/obj/darwin-6.1-powerpc/creator/creator.o
../blender/include/BIF_gl.h:45: header file 'GL/gl.h' not found
../blender/include/BIF_gl.h:46: header file 'GL/glu.h' not found
cpp-precomp: warning: errors during smart preprocessing, retrying in basic mode
<built-in>:1:1: no macro name given in #define directive
gmake[1]: *** [/Users/giovanni/obj/darwin-6.1-powerpc/creator/creator.o] Error 1
gmake: *** [all] Error 1

---

anyway it created the files and folders you can see bellow .. it is a begin, isn't it ?

the man who compiled the freebsd version told be that this is due to open gl configuration in the NAN_......mk files .. I have to check it.. if you know something more please let me know!

bye

----

.:
darwin-6.1-powerpc

./darwin-6.1-powerpc:
creator
debug
extern
intern

./darwin-6.1-powerpc/creator:
debug

./darwin-6.1-powerpc/creator/debug:

./darwin-6.1-powerpc/debug:

./darwin-6.1-powerpc/extern:

./darwin-6.1-powerpc/intern:
action
blenkey
bmfont
bsp
container
decimation
ghost
guardedalloc
iksolver
memutil
moto
string

./darwin-6.1-powerpc/intern/action:
ACT_Action.d
ACT_Action.o
ACT_ActionC-Api.d
ACT_ActionC-Api.o
ACT_ActionStack.d
ACT_ActionStack.o
debug
libaction.a

./darwin-6.1-powerpc/intern/action/debug:
ACT_Action.d
ACT_Action.o
ACT_ActionC-Api.d
ACT_ActionC-Api.o
ACT_ActionStack.d
ACT_ActionStack.o
libaction.a

./darwin-6.1-powerpc/intern/blenkey:
debug
key.d
key.o
keyloader
keyloader.d
keyloader.o
libblenkey.a
mt19937int.d
mt19937int.o

./darwin-6.1-powerpc/intern/blenkey/debug:

./darwin-6.1-powerpc/intern/bmfont:
BMF_Api.d
BMF_Api.o
BMF_BitmapFont.d
BMF_BitmapFont.o
BMF_font_helv10.d
BMF_font_helv10.o
BMF_font_helv12.d
BMF_font_helv12.o
BMF_font_helvb10.d
BMF_font_helvb10.o
BMF_font_helvb12.d
BMF_font_helvb12.o
BMF_font_helvb14.d
BMF_font_helvb14.o
BMF_font_helvb8.d
BMF_font_helvb8.o
BMF_font_scr12.d
BMF_font_scr12.o
BMF_font_scr14.d
BMF_font_scr14.o
BMF_font_scr15.d
BMF_font_scr15.o
debug
libbmfont.a

./darwin-6.1-powerpc/intern/bmfont/debug:
BMF_Api.d
BMF_Api.o
BMF_BitmapFont.d
BMF_BitmapFont.o
BMF_font_helv10.d
BMF_font_helv10.o
BMF_font_helv12.d
BMF_font_helv12.o
BMF_font_helvb10.d
BMF_font_helvb10.o
BMF_font_helvb12.d
BMF_font_helvb12.o
BMF_font_helvb14.d
BMF_font_helvb14.o
BMF_font_helvb8.d
BMF_font_helvb8.o
BMF_font_scr12.d
BMF_font_scr12.o
BMF_font_scr14.d
BMF_font_scr14.o
BMF_font_scr15.d
BMF_font_scr15.o
libbmfont.a

./darwin-6.1-powerpc/intern/bsp:
BSP_CSGHelper.d
debug

./darwin-6.1-powerpc/intern/bsp/debug:

./darwin-6.1-powerpc/intern/container:
CTR_List.d
CTR_List.o
debug
libcontainer.a

./darwin-6.1-powerpc/intern/container/debug:
CTR_List.d
CTR_List.o
libcontainer.a

./darwin-6.1-powerpc/intern/decimation:
LOD_EdgeCollapser.d
LOD_EdgeCollapser.o
LOD_ExternNormalEditor.d
LOD_ExternNormalEditor.o
LOD_FaceNormalEditor.d
LOD_FaceNormalEditor.o
LOD_ManMesh2.d
LOD_ManMesh2.o
LOD_MeshPrimitives.d
LOD_MeshPrimitives.o
LOD_QSDecimator.d
debug

./darwin-6.1-powerpc/intern/decimation/debug:

./darwin-6.1-powerpc/intern/ghost:
GHOST_Buttons.d
GHOST_Buttons.o
GHOST_C-api.d
GHOST_C-api.o
GHOST_CallbackEventConsumer.d
GHOST_CallbackEventConsumer.o
GHOST_DisplayManager.d
GHOST_DisplayManager.o
GHOST_DisplayManagerCarbon.d
GHOST_DisplayManagerCarbon.o
GHOST_EventManager.d
GHOST_EventManager.o
GHOST_EventPrinter.d
GHOST_EventPrinter.o
GHOST_ISystem.d
GHOST_ISystem.o
GHOST_ModifierKeys.d
GHOST_ModifierKeys.o
GHOST_Rect.d
GHOST_Rect.o
GHOST_System.d
GHOST_System.o
GHOST_SystemCarbon.d
GHOST_SystemCarbon.o
GHOST_TimerManager.d
GHOST_TimerManager.o
GHOST_Window.d
GHOST_Window.o
GHOST_WindowCarbon.d
GHOST_WindowCarbon.o
GHOST_WindowManager.d
GHOST_WindowManager.o
debug
libghost.a

./darwin-6.1-powerpc/intern/ghost/debug:
GHOST_Buttons.d
GHOST_Buttons.o
GHOST_C-api.d
GHOST_C-api.o
GHOST_CallbackEventConsumer.d
GHOST_CallbackEventConsumer.o
GHOST_DisplayManager.d
GHOST_DisplayManager.o
GHOST_DisplayManagerCarbon.d
GHOST_DisplayManagerCarbon.o
GHOST_EventManager.d
GHOST_EventManager.o
GHOST_EventPrinter.d
GHOST_EventPrinter.o
GHOST_ISystem.d
GHOST_ISystem.o
GHOST_ModifierKeys.d
GHOST_ModifierKeys.o
GHOST_Rect.d
GHOST_Rect.o
GHOST_System.d
GHOST_System.o
GHOST_SystemCarbon.d
GHOST_SystemCarbon.o
GHOST_TimerManager.d
GHOST_TimerManager.o
GHOST_Window.d
GHOST_Window.o
GHOST_WindowCarbon.d
GHOST_WindowCarbon.o
GHOST_WindowManager.d
GHOST_WindowManager.o
libghost.a

./darwin-6.1-powerpc/intern/guardedalloc:
debug
libguardedalloc.a
mallocn.d
mallocn.o

./darwin-6.1-powerpc/intern/guardedalloc/debug:
libguardedalloc.a
mallocn.d
mallocn.o

./darwin-6.1-powerpc/intern/iksolver:
IK_QChain.d
IK_QChain.o
IK_QJacobianSolver.d
IK_QJacobianSolver.o
IK_QSegment.d
IK_QSegment.o
IK_Solver.d
IK_Solver.o
MT_ExpMap.d
MT_ExpMap.o
debug
libiksolver.a

./darwin-6.1-powerpc/intern/iksolver/debug:
IK_QChain.d
IK_QChain.o
IK_QJacobianSolver.d
IK_QJacobianSolver.o
IK_QSegment.d
IK_QSegment.o
IK_Solver.d
IK_Solver.o
MT_ExpMap.d
MT_ExpMap.o
libiksolver.a

./darwin-6.1-powerpc/intern/memutil:
MEM_RefCountedC-Api.d
MEM_RefCountedC-Api.o
debug
libmemutil.a

./darwin-6.1-powerpc/intern/memutil/debug:
MEM_RefCountedC-Api.d
MEM_RefCountedC-Api.o
libmemutil.a

./darwin-6.1-powerpc/intern/moto:
MT_CmMatrix4x4.d
MT_CmMatrix4x4.o
MT_Matrix3x3.d
MT_Matrix3x3.o
MT_Matrix4x4.d
MT_Matrix4x4.o
MT_Plane3.d
MT_Plane3.o
MT_Point3.d
MT_Point3.o
MT_Quaternion.d
MT_Quaternion.o
MT_Transform.d
MT_Transform.o
MT_Vector2.d
MT_Vector2.o
MT_Vector3.d
MT_Vector3.o
MT_Vector4.d
MT_Vector4.o
MT_random.d
MT_random.o
debug
libmoto.a

./darwin-6.1-powerpc/intern/moto/debug:
MT_CmMatrix4x4.d
MT_CmMatrix4x4.o
MT_Matrix3x3.d
MT_Matrix3x3.o
MT_Matrix4x4.d
MT_Matrix4x4.o
MT_Plane3.d
MT_Plane3.o
MT_Point3.d
MT_Point3.o
MT_Quaternion.d
MT_Quaternion.o
MT_Transform.d
MT_Transform.o
MT_Vector2.d
MT_Vector2.o
MT_Vector3.d
MT_Vector3.o
MT_Vector4.d
MT_Vector4.o
MT_random.d
MT_random.o
libmoto.a

./darwin-6.1-powerpc/intern/string:
STR_String.d
STR_String.o
debug
libstring.a

./darwin-6.1-powerpc/intern/string/debug:
STR_String.d
STR_String.o
libstring.a


Humphrey
Posts: 17
Joined: Wed Oct 16, 2002 12:18 am

Postby Humphrey » Wed Oct 16, 2002 12:29 am

I tried to compile it on the mac version of linux yellow dog, but it came up with the same type of errors...
I think it looks for a folder: /develop in you home directory.. so create that... that's all I can help you with, I'm currently using the OS X version of Blender 2.23 and I gat get fed up witht he jagged edges,,, etc...

Can someone send me the binaries for 2.25 when they get it compiled??

VirtualDarKness
Posts: 21
Joined: Sun Oct 13, 2002 7:51 pm

Postby VirtualDarKness » Wed Oct 16, 2002 12:33 am

> I think it looks for a folder: /develop in you home directory..
> so create that... that's all I can help you with,

this is not necessary if you use the script I mentioned above.

> I'm currently using the OS X version of Blender 2.23
> and I gat get fed up witht he jagged edges,,, etc...

yep.. render on OS X isn't neat :(

> Can someone send me the binaries for 2.25 when they get it compiled??

or better .. tell it to people in this forum ;)

sateh
Posts: 2
Joined: Wed Oct 16, 2002 1:20 am

Re: Os X compiling

Postby sateh » Wed Oct 16, 2002 1:26 am

hawksmoor wrote:I've downloaded the source yesterday at 20:00 and tried immediatedly to compile the source but I haven't done it.
It seems to insist on finding some files (guess/guessconfig) in a folder called develop but I haven't found one in the blender folder: does this mean I have to create one first?
Sorry but I'm a newbie at the Unix side of things, and I'm pretty confused by this.
Anyone have succeded in compiling it under os X?
Please?
I've version 10.1.5 and the april 2002 dev tools beta1
You can contact me also on blender.it, where I will eventually post the solution for italian blender users.
Thanks in advance.

P.S. a readme file wouldn't have harmed us poor newbies
Long live and prosper to everyone


I have a little diff on http://stuff.sateh.com/diff.txt that allows you to compile on OS X 10.2. You will also need to do a 'ln -s darwin-5.1-powerpc darwin-6.1-powerpc' for the libraries.

Blender starts but all mouse and keyboard events are received by the Finder. I think this is an SDL problem that has been fixed in a newer version.

My idea for fixing this was to get rid of the statically compiled libraries and make Blender either a Fink (http://fink.sf.net) or DarwinPorts (http://www.opendarwin.org) package/port. That solves the problem of compiling 3rd party dependencies very easily.

Later more.

Stefan

Humphrey
Posts: 17
Joined: Wed Oct 16, 2002 12:18 am

Postby Humphrey » Wed Oct 16, 2002 1:39 am

Well I've only got 10.15 and I don't have a developers cd, and I can't be bothered downloading the 200 mb developers package :(

I've tried to use fink, but it couldn't get it to work because I couldn't work out how to set proxies...

Didn't NaN actually have a 2.25 version of blender already released??

What happened to the binaries from that?

Ender
Posts: 24
Joined: Mon Oct 14, 2002 6:25 am

Postby Ender » Wed Oct 16, 2002 3:26 am

“yep.. render on OS X isn't neat”

Oh... so that’s why my renders always looked so bad? I thought it was my oversampling was too low or something. :roll: Anyway, I’m working on and off on compiling blender... haven’t gotten nearly as far as you guys though. :| (ooh! new emoticons!)

nutville
Posts: 9
Joined: Wed Oct 16, 2002 9:46 am
Location: The Netherlands

Postby nutville » Wed Oct 16, 2002 10:06 am

Blender starts but all mouse and keyboard events are received by the Finder. I think this is an SDL problem that has been fixed in a newer version.

Is the app an OSX bundle already? This is typical when you run the binary without it being in a bundle. The makefiles should create the bundle for you but I haven't tried it with the blender snapshot (worked with the original sources so far) until now.
Maarten

RiNiK
Posts: 24
Joined: Wed Oct 16, 2002 7:49 am
Location: Helsinki, Finland
Contact:

Postby RiNiK » Wed Oct 16, 2002 1:14 pm

but when somebody can compile the source's can there be Binary download... so the NOT coders can use it. :?

nutville
Posts: 9
Joined: Wed Oct 16, 2002 9:46 am
Location: The Netherlands

Postby nutville » Wed Oct 16, 2002 1:27 pm

If you want to use Blender on Mac OSX, you are probably better of using the last official OSX beta Blender for the moment.
Maarten

VirtualDarKness
Posts: 21
Joined: Sun Oct 13, 2002 7:51 pm

Postby VirtualDarKness » Wed Oct 16, 2002 3:12 pm

I've patched files using http://stuff.sateh.com/diff.txt and it compiled a lot of stuff this time :p

Unfortunately it ends with the following error:

../../blenkernel/BKE_booleanops_mesh.h:35: header file 'CSG_BooleanOps.h' not found
../../blenkernel/BKE_booleanops_mesh.h:50: undefined type, found `CSG_MeshPropertyDescriptor'
../../blenkernel/BKE_booleanops_mesh.h:51: undefined type, found `CSG_FaceIteratorDescriptor'
../../blenkernel/BKE_booleanops_mesh.h:52: undefined type, found `CSG_VertexIteratorDescriptor'
cpp-precomp: warning: errors during smart preprocessing, retrying in basic mode
<built-in>:1:1: no macro name given in #define directive
gmake[3]: *** [/Users/giovanni/obj/darwin-6.1-powerpc/blender/bpython/BPY_csg.o] Error 1
gmake[2]: *** [all] Error 1
gmake[1]: *** [all] Error 1
gmake: *** [all] Error 1


..sateh can you help me ? thanks.

Bye,
Giovanni
http://www.blender.it - You'd better to use Firefox instead of IE! ;)

jsplifer
Posts: 16
Joined: Wed Oct 16, 2002 4:37 pm
Location: Lehigh Valley, PA USA
Contact:

Hi os x crew

Postby jsplifer » Wed Oct 16, 2002 9:29 pm

WOW, this will keep me busy for months!

Its a great pleasure to be a part of this remarkable application and community. I thank you Darkness and saleh for pointing me in the right direction. And special thanks to Ton for his awesome generosity! Macdev, ADBC, etc. can only get me so far.
Unfortunatley power went at the house as I was preping for build...at library now:) Doing some crash courses.
Just saying thanks and expect to see some questions from me. When the dust settles I'd like to get into some objective c with you os x'ers.

jsplifer

VirtualDarKness
Posts: 21
Joined: Sun Oct 13, 2002 7:51 pm

Postby VirtualDarKness » Wed Oct 16, 2002 11:31 pm

Ender wrote:“yep.. render on OS X isn't neat”

Oh... so that’s why my renders always looked so bad? I thought it was my oversampling was too low or something. :roll: Anyway, I’m working on and off on compiling blender... haven’t gotten nearly as far as you guys though. :| (ooh! new emoticons!)



Yes.. for be sure of this I sent a simple project I done to a friend and asked him to render it and his rendering was a lot better than mine. :roll:

bye
http://www.blender.it - You'd better to use Firefox instead of IE! ;)

VelikM
Posts: 80
Joined: Mon Oct 14, 2002 4:18 am

Postby VelikM » Thu Oct 17, 2002 3:54 am

sateh
How do you apply the diff file? I'm not familiar with them.


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