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Asset Builder no longer present? #6
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The osx_asset_builder got left behind when I reorganized the repository a while back. Sorry about that! I just checked in the code along with some additional instructions in the README file. Let me know if you are still having problems. Thanks! |
Thanks! Got it compiling, but getting a plain white screen now. Probably a separate issue though, will investigate. Let me know if you have any ideas of what may be causing it! |
Hmm. Are you using the latest version in the repository, or are you on a different commit day? Also, what type of Mac are you running on? |
I'm using the handmade hero repo from day 430 like it says in the Readme. Patch is applied. Specs: MacBook Pro (13-inch, Late 2016, Four Thunderbolt 3 Ports) |
I'm testing on a 2012 Mac Pro and a 2012 MacBook Pro, so you have way better hardware than I do - shouldn't be any problem there. I assume you are also using Casey's Day 430 code? It wouldn't work (or probably wouldn't even compile) with his latest code. Any messages in the terminal when you run the application? |
Yeah, I'm on Casey's day 430 code. Get these messages then it hangs:
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Just for reference, these are the messages I have in my terminal when I start: dragon:code jsb$ ./handmade |
I did a quick check in lldb and set a breakpoint at Suspecting some bug in the rendering causing it to loop forever but not sure. |
That all looks good, except for the white window! Do you have a discrete graphics chip in your Mac, or is it Intel integrated graphics? I don't think that should make a difference, but both of my machines have discrete graphics (one Nvidia, one ATI). I'm digging out my MacBook Air with Intel graphics to test just in case. |
If you are in lldb when it hangs, go to the lldb terminal window and hit Ctrl-C. That should break back to the lldb command prompt. Then type 'bt' (without the quotes) and hit return. That will give you a stack backtrace and show you where you are in the code. |
Intel integrate graphics, and here's the backtrace, thanks for the tip!
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That's definitely in an OpenGL call. Line 2368 of handmade_opengl.cpp calling glTexSubImage1D (frame #12). Now you might have just randomly landed on that call. You could try breaking again in lldb and seeing if you always get stuck there. Once you Ctrl-C to break in lldb, you can type 'c' and hit return to continue running again. You could also try a different code day, just to see if it's a peculiarity with one of the more recent commits. Day 387 is right before Casey started messing with lighting, so it might be a good place to try. |
I tried a few more times after that because I thought the same thing but I tried again and it always stops on the call to |
Thanks for investigating. Let me know what you find out. I have a 2017 iMac 5K and a MacBook Air to try here. If I can't reproduce it on any of my machines here, I'll track down a MacBook Pro with your specs and figure it out. Handmade Hero isn't pushing the limit of modern graphics cards, so it should be something pretty easy to solve. |
I tried a few previous days around 387 but I'm not able to compile. Just undeclared identifiers which makes sense if the code is out of sync. I was only able to get days in the 420's to compile, but those all had a plain white screen. Let me know if you reproduce. Thanks again! |
If you want to try compiling older days, you need to sync up the OS X platform layer with Casey's code from that day. I just tried it with Day 387 and it worked okay. If you haven't messed around much with git branches and tags, here's one way to do it:
You can use the same .hha asset files that you recently generated. They haven't changed in a long time. |
Yup, I was checking out the correct day in the cpp repo, but not v387 of |
Okay, we have some progress! I haven't been able to reproduce your problem on any of my 4 Macs. I will try to find a MacBook Pro like you have from one of my friends, but in the meantime, here are a few things to try if you feel like investigating a little more. First, it would be nice to track down the day it stops working. Here are a few milestones between your working day 387 and your non-working day 430. I'd recommend trying these in this order:
It's pretty easy to bounce from day to day. You can just use the If Day 405 works okay, then I'd probably just kind of binary search between it and Day 430 until you find out when it stops working. Note that I don't have a tag for every single day of Handmade Hero. I usually only update the repository when a change is required to run. So that means if you want to try, say, Day 418, you can git checkout that day from Casey's repository, but you should get Day 416 from osx_handmade as that is the most recent repository. I do test with every day of Casey's code, so all days should work. You can see a list of the day tags when I updated the osx_handmade repository by clicking on the "releases" link on github's main page of the repository. Also, can you send me a little information on the integrated graphics chip in your computer? If you go to "About This Mac" on the main Apple menu, and then click the "System Report..." button, it will bring up a new window with a bunch of information. If you select "Graphics/Displays" on the left list of options, you should see some details on your graphics card. I'm most interested in the VRAM (or RAM), the Resolution, and the Framebuffer Depth. I'm guessing your hardware is plenty capable enough, but it would be good to know. Thanks! |
I haven't had a chance to try out other days but I wanted to send over the graphics information: Intel Iris Graphics 550: Chipset Model: Intel Iris Graphics 550 |
Thanks for the additional graphics information. According to Apple's documentation, your graphics card can support up to OpenGL 4.1, which is plenty good enough. Since your integrated graphics shares memory with your CPU, there is some chance that you are starved for texture memory, but that's probably not likely. Let me know the results if you get a chance to try out a few of the other days mentioned above. Thanks, |
Hello, I just found this platform layer and was hoping to get handmade hero up and running on my Mac.
I'm hitting a snag when trying to follow the instructions in the Readme. When running
make osx_asset_builder
, I'm getting:make: *** No rule to make target
osx_asset_builder.cpp', needed byosx_asset_builder.o'. Stop.
It looks like there is no osx_asset_builder.cpp in the repo? How do I build the assets? Thanks!
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