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being able to compile - almost out of the box.. feedback about my troubles with Xcode #54
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testing. tiny trouble shoot.. doing all this on a Xcode with 10.14.6 i had to switch all related library projects to compile for 10.14 first (both MGL & GLFW) to be able to run test_mgl_glfw (same for this test application) which then runs obviously as intended pretty well. Searching for some OpenGL framework linked - kidding! Of course i did not find such link.. exciting.. i thought i will be showerd with error messages, but nooo - amazing work. Really good! |
Ah the build instructions in the README are outdated. Updated instructions from
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it might be of use for someone also doing a first compile attempt following the steps in Build.md
When doing so with Xcode.. step by step as written
in
Build.md
is something written to compileglm
first. That left me confused, i was searching for a folder according to the text to compile before i start. Turns outglm
seems to be MGL which is the project target.. so i assumed glm==MGL and hmm i was right, i hope. But first the other 3 issues found..#include "spirv.h"
was missing. so i dropped that file into the workspace MGL>SPIRV>SPIRV-Cross> folder making a reference for Xcode. Same for ...#include "spirv_cross_c.h"
and short before the compilation would succeed it failed with missing symbols .. following the error message the symbol for
spvtools::val::RayTracingPass(...
was missing.. which can only happen when the cpp file is not compiled at that stage.turns out the function
spv_result_t RayTracingPass(...)
resides invalidate_ray_tracing.cpp
that had to be dropped manually to workspace MGL>SPIRV>SPIRV-Tools> and of course checkmarked for being part of the MGL target.from there it compiled like a charm. Now sipping coffee and testing.. cheers
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