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  LWJGL Mac Port  (Read 1884 times)
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Offline swpalmer

JGO Coder




Where's the Kaboom?


« Posted 2004-06-07 16:37:09 »

Ok.. so I grabbed the latest source from CVS and built it on my Powerbook.

.. that seemed to work.. minor rant - I HATE config scripts.  I can't imagine that they are useful.  Specially for relatively simple bindings like LWJGL.  I mean really, why check to see how long the command line arguments can be (65535), or if I have some header file that is never used by the project.

Anyway.. after tolerating the non-standard build output (*.lo Huh)  I can't seem to find the JNI lib anywhere.

What's the trick?

Offline elias

Senior Member





« Reply #1 - Posted 2004-06-07 17:22:19 »

Ther "config scripts" are shoddy but at least they're somewhat standard, because it's the same scripts we use for linux. Most of the tests are simply builtin, with no apparent way of disabling them. Anyway, if the build succeeded, the lib should be in native/.libs/liblwjgl.something (can't remember). It might need a run through 'strip' to trim down the size.

- elias

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #2 - Posted 2004-06-07 17:40:06 »

My complaint about config scripts has nothing to do with them being standard or not - it has to do with the fact that they don't seem to do anything useful and are therefor an added complication that I could do without. But that's just a minor peeve... I don't really care about it so long as it works.

The build script does run 'strip'.

Why is the library built to a hidden folder?

Why doesn't the name follow the convention for naming a JNI Library on the Mac?
(e.g. for System.loadLibrary("X"); the file must be named "libX.jnilib")

The only outputs in /src/native/.lib  (note already how we are in the "src" folder and the files there are NOT "source", sigh...) are:
Scotts-Laptop:~/dev/LWJGL/src/native scottpalmer$ ls -l .libs/
total 11696
lrwxr-xr-x  1 scottpal  scottpal       10  7 Jun 11:53 liblwjgl -> liblwjgl.0
-rw-r--r--  1 scottpal  scottpal  5971088  7 Jun 11:53 liblwjgl.0
lrwxr-xr-x  1 scottpal  scottpal       10  7 Jun 11:53 liblwjgl.0.0.0 -> liblwjgl.0
lrwxr-xr-x  1 scottpal  scottpal       14  7 Jun 11:53 liblwjgl.la -> ../liblwjgl.la
-rw-r--r--  1 scottpal  scottpal      683  7 Jun 11:53 liblwjgl.lai


Yuk.  None of these are named correctly for a JNI lib (on Mac or Linux).  The main file is huge - has LWJGL really grown to over 5 MB?  The last version I had that works with AlienFlux is about 640k (that ought to be enough for anybody Smiley)

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Offline elias

Senior Member





« Reply #3 - Posted 2004-06-07 17:53:34 »

Again, the hidden directory is part of the standard nature of the system. I don't have the time or patience to make it behave any better, I'm afraid. But I agree with you on most terms. You have to use the .0 version of the file, and you have to use a more persuasive version of strip to make it smaller. something like strip -X or -S can't remember what exactly. I've been unable to find out why even the stripped lib is so large (should be around 6-800k), where the other platforms have a file size of 2-300k.

- elias

Offline cfmdobbie

Senior Member




Who, me?


« Reply #4 - Posted 2004-06-07 18:08:15 »

Ah, good old libtool.  What a mess...

Anyone who can cajole libtool into doing what they want deserves a medal, in my opinion.  Unless it's really improved over the last few years, that is.

Hellomynameis Charlie Dobbie.
Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #5 - Posted 2004-06-07 18:28:20 »

Well unfortunately I haven't got the time or patience for it either. Sad

I was hoping to just have to run 'ant' and have everything just work.  Ant only builds the Java side of things.  It could detect the platform and execute the command line needed to build the native side.  The JOGL builds are set up that way, so maybe you can borrow some ant code.


Offline princec

JGO Kernel


Medals: 282
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #6 - Posted 2004-06-08 09:26:16 »

We would actually prefer if you created an Xcode project to do the whole thing and checked it in to the platform_build directory, as that's what most MacOS developers are going to be using.

With that obstacle out of the way a lot of Mac devs might be able to help out but it really is a huge hurdle not just being able to check it out and build it.

Cas Smiley

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #7 - Posted 2004-06-08 14:10:39 »

I will take a crack at getting at least an XCode project done.  It would be ideal if the project could be built from the ant script as well.   But since the build isn't doing that as it is I'll take it one step at a time.

Offline princec

JGO Kernel


Medals: 282
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #8 - Posted 2004-06-08 14:51:11 »

Do you feel like having a stab rewriting it all to work in Cocoa? (And also please note we have nothing against you delegating Window creation and screen mode trickery to AWT if you like).

Cas Smiley

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #9 - Posted 2004-06-09 01:51:14 »

I've been thinking about that actually..  I still have a few more chapters to go before I am a Cocoa expert Smiley and I suspect it will take a significant amount of playing around after that...   The major problem being that I'm a complete newbie in terms of actually programming OpenGL..  I just haven't had the time or a relevant project to sit down and actually DO some OpenGL programming.

But I do agree that a Cocoa port is very likely the right direction to go in.   A Java application on OS X is a Cocoa application (for JRE 1.4.x) so it seems only natural that if you want to play nice with the JRE that you are talking the same language.

I don't want to commit to anything major like that now though.. I've already NOT helped out a lot more than I was hoping on a few Mac ports.. finding the time has been difficult.  By the time I get back to it things have moved ahead a lot without me and I'm back to square one.

I will get  LWJGL building in XCode...  then take a stab a ruidimentary Cocoa-ization... but that may not go so smooth Smiley

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Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #10 - Posted 2004-06-09 05:23:03 »

FMOD stuff is a bit of a pain.

"fmoddyn.h"  is not part of the fmod SDK for Mac
fMOD_INSTANCE is not defined in the fmod headers in the fmod SDK for Mac

I downloaded fmod 3.73 for Mac.

There are no methods in fmod that start with FMOD_... as far as I can see.  only FSOUND_... and FMUSIC_....

What am I missing?

Offline Matzon

JGO Knight


Medals: 19
Projects: 2


I'm gonna wring your pants!


« Reply #11 - Posted 2004-06-09 05:34:17 »

Quote
FMOD stuff is a bit of a pain.
What am I missing?
For now, you really should exclude FMOD (it's an optional API and not part of the core). I am aware about macs, and the lack of a dynamic header. However I need to find some sparetime to investigate it thoroughly - at which point I can just message you to add FMOD to the build system.

Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #12 - Posted 2004-06-09 13:31:37 »

ok. no FMOD for now.

Am I correct in assuming the stuff in the altivec folder is not actually used?

Oh, and did you want the XCode project to build both the java and the native bits?  I'm starting with just the native bits - so you run the ant build and that generates all the headers that are referenced in the XCode project.  I've started with the project template for a "Java JNI Application" so extending it to build the whole thing shouldn't be hard.  XCode takes some getting used to though - I never use it for Java projects, I prefer Eclipse.

Offline princec

JGO Kernel


Medals: 282
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #13 - Posted 2004-06-09 15:00:56 »

Just the native bits.

Cas Smiley

Offline ribot

Junior Member




Ribot - mobile UI specialist


« Reply #14 - Posted 2004-06-10 07:26:27 »

All hail Swpalmer - the fountain of Cocoa knowledge as we know it!   Grin

Let me know if you would like to test any code developments on my apple system.

http://ribot.co.uk - design agency focused on mobile
http://www.retrospecs.co.uk - online vintage eyewear store
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