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OSX build missing modelcompiler and SGM files #3630
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Well ... I wasn't aware of the existence of a model compiler but of course I have no problems if we want to include it. So if I understand well, you are thinking about a process like this:
If this is correct then I need instructions about (1) what is the model compiler, where do I find the corresponding files and build scripts (2) the command to be executed at the end of the install process (3) how can I check that everything went well? (i.e. a test plan for the model compiler shipped with the installer package) |
The The old OSX makefile process generated it as one of it's outputs. Testing can be done on the command line/terminal to convert individual files like: Testing is easy :) after running the |
My problem is that I seem not to be able of finding any code package which resembles a "modelcompiler" of sort in the Pioneer project on GitHub. Is the modelcompiler code part of the Pioneer repository? If not, can you please clarify where can I find the source code along with the script for building the executable? |
Btw, with #3641 now merged we might want to have a new OSX release, when you have time. |
In It builds There's a |
In that same makefile at the bottom there is https://github.com/pioneerspacesim/pioneer/blob/master/src/Makefile.am#L416 a list of source files include, libs and flags etc |
If you can duplicate the pioneer project wihin XCode, NB: I have no idea if it works similarly to VS2015 or not, and then cut away all of the extra Pioneer pieces then that might work. |
Thanks for the info, things are clearer now. There is no need to create another project, I will create another "target" in the same project for building the modelcompiler and then try to figure out how to make the two apps to collaborate during the install process. |
@robn did the Linux build so might be able to describe what he does for that and if there's an existing script/process for it? EDIT: Well he did everything for the build, LInux, win32-cross compile etc I should say :) |
The .sgm built with Linux do not work on Mac? |
@walterar they probably do, but we still need the modelcompiler for OSX so the people can make SGM files for their mods and during development. Also, since the OSX build is done separately from the LInux/Win32 builds it needs to be able to build it's own SGM files when it is done out-of-sync with Linux/Win32 builds. |
Nothing in particular. Use the |
@impaktor I have checked out the latest version and built another OS X release but unfortunately it seems there are some problems at startup. I'm attaching a screenshot with the error dialog. Looks like a problem related to OpenGL but I'm sorry I have zero knowledge of OpenGL and similar frameworks so I have no idea what it could depend on. Can you please help me understand what are the changes you have included in the latest commit(s) which could have been generated this error in OS X (e.g. new libraries, different library versions etc.)? Note that the only difference I've found compared to the latest version is the addition of the RandomColor class and related headers, nothing else. Clearly it makes no sense for me to share a new OS X release until this problem is resolved. |
@BobTheTerrible had the same with normal maps. #3651 |
@salborrelli booting my Mac to take a look now :( |
@salborrelli got it, and have submitted a PR to fix the XCode project #3652 |
@fluffyfreak great and now it works perfectly indeed. I have created a new build which you can download here: https://drive.google.com/file/d/0B3YT4wkIA2jjZkp3dTVPVk9QdEk/view?usp=sharing |
@salborrelli ok that's uploaded, thanks :) |
@fluffyfreak ok I've upgraded the Xcode project to generate the modelcompiler. It seems to be working fine, I've issued the "modelcompiler -b" and "modelcompiler -b inplace" commands and they do what they are expected to do indeed. At this point can you please clarify what is, in your opinion, the best strategy for upgrading the OS X installer, between:
Thanks! |
I think option 1. Prebuilt SGM files and the modelcompiler shipped with the installer. |
Fixed in #3660 |
On Linux and Windows we supply a
modelcompiler
executable with the game, we also pre-process the model files to produce.sgm
files which are much faster to load.The OSX build lacks both of these so it takes longer to load and there is nothing the user can do to improve that as the program is missing.
One option would be to build the modelcompiler and place it in the correct location to be distributed with the rest of the game.
Once it is in place, and all of the games data has been copied, we could run the modelcompiler in the directory containing the
data
folder with the paramsmodelcompiler -b inplace
which will search the data folder recursively and generate.sgm
files in the correct output location.These would then become part distributed data build, along with the
modelcompiler
itself.@salborrelli do you have anything to add here?
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