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"cannot invoke compiler!" on ios toolchain, and some questions #46
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Clang must be installed and in
No, you can build fat binaries with the "ios example toolchain" too, just pass the |
Ok installing native clang worked, now I get the standard "no input files". Thanks! So I run build.sh twice in the same place, one with "armv7", another with "arm64", and that should be able to use -arch with armv7 and arm64? or what is the purpose of that last parameter to build.sh? |
You only need to build the toolchain once, the last parameter just sets the default architecture.
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awesome, thanks |
I'm getting this error when I compile with -arch arm64: "clang: error: invalid arch name '-arch arm64'" Using -arch armv7 and armv6 both work tho (the armv7 binary runs perfectly on an iphone) Do I need to do something to add arm64? Thanks! |
You need |
With clang 3.6 I'm able to build with |
@vnen: Thanks for letting me know. Does the 64-bit binary work? I haven't had the chance so far to test |
I've been able to compile both architectures (with clang 3.6, thanks for On 16 September 2015 at 19:55, Thomas Pöchtrager notifications@github.com
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Good, thanks! |
Hi. I'm following the instructions here (provided by tpoechtrager) to compile Godot for iOS on our build server: #45 (comment) . After running "build.sh" for the toolchain, I get "cannot invoke compiler!" when I run bin/arm-apple-darwin11-clang++. What is it supposed to be running?
Also, will there be a different toolchain for each architecture? (on apple's toolchain we use -arch armv7 or -arch arm64 on the same I think). Fat binaries that include arm64 are required to publish on the app store, so that's what we're going for. What is the "root" of each toolchain, that I can pack and put on our build server?
Thanks!
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