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Porting XBMC to Mac OS X (Leopard) - Developers only! - Printable Version +- XBMC Community Forum (http://forum.xbmc.org) +-- Forum: Development (/forumdisplay.php?fid=32) +--- Forum: Development (/forumdisplay.php?fid=93) +--- Thread: Porting XBMC to Mac OS X (Leopard) - Developers only! (/showthread.php?tid=30074) |
- ezar - 2008-01-02 03:58 xbmc.log Quote:02:56:43 T:2693680992 M:813555712 NOTICE: Mapping drive Q to /Users/ezar/Documents/SVN/XBMC/BUILD - ezar - 2008-01-02 17:17 Finally I test XBMC-OSX I use only macports.org releases... For libsdl I modify portfile to use 1.2.13 (relased 12-30-2007) I create a ticked to macports to include it! More detail in user forum Working on OpenGL - elan - 2008-01-04 00:25 I think the easiest way to move forward on this problem (which is preventing video and photos from working) is to move to using SDL 1.3. This newer version supports the following calls: SDL_GL_CreateContext SDL_GL_MakeCurrent SDL_GL_DeleteContext Which should help in converting the GL code over to OS X. The main problem is that SDL/OS X actually uses Cocoa, so I can't use the AGL calls, which are deprecated and Carbon based. I could use CGL calls too, which are the basis of the higher level GL APIs on OS X. (Of course, I'm writing this right now and I did all the research in the middle of the night when I couldn't sleep, so I may have dreamt most of it.) Also, I have a basic Eclipse project working, which uses xcodebuild to do the actual building. Error parsing works fine, and that means that XCode and Eclipse development can proceed alongside each other, and we don't have to force anyone into using one or the other. Debugging is much better with Eclipse, at least for me. The standard Makefile/CDT builders in Eclipse are some buggy crap, let me tell you, which is another reason I moved to simply invoking XCode's builder. -elan Baby steps - elan - 2008-01-04 14:18 Alright, I'm now using SDL 1.3, and got the basic OpenGL context stuff in there. It almost works, no more crashes, but now seemingly hitting a deadlock, and things are far from perfect. But at least it displayed the first image from a slideshow.
- laserheart - 2008-01-04 19:29 Thank you all for your efforts! This is awesome! - griffore - 2008-01-04 22:28 elan Wrote:Alright, I'm now using SDL 1.3 Do you mean SDL 1.2.13? I can't find any reference to 1.3. :confused2: Seek and yea shall find - elan - 2008-01-04 22:31 griffore Wrote:Do you mean SDL 1.2.13? I can't find any reference to 1.3. :confused2: SDL 1.3 is here. There's been a lot of work done on OpenGL/OS X/Cocoa, but I'm not entirely convinced this is the right route to take. I may go back and hack 1.2.13 more. Back to 1.2.13 - elan - 2008-01-05 23:04 I'm basically back to a slightly hacked SDL 1.2.13 and using AGL calls in XBMC's CSurface. I can now create and manage AGL contexts fine, and now I'm running into a critical section issue that I was aware of when first porting, but now seems to be actually biting me when I go to display a photo ![]() Hopefully I'll get a chance to work on this more later on today. -elan - gmackenz - 2008-01-06 08:19 I am curious how are either of you able to compile SDL with Leopard...I've tried with both SDL 1.2 and 1.3 and had make errors. Obviously neither fink nor macport support libSDL with 10.5.x just yet. Is it possible to put online somewhere (if not in this discussion) where you got 1.2.13 and how you modified it ( I assume there where changes made to certain of the make files)? Never mind - gmackenz - 2008-01-06 09:21 gmackenz Wrote:I am curious how are either of you able to compile SDL with Leopard...I've tried with both SDL 1.2 and 1.3 and had make errors. Obviously neither fink nor macport support libSDL with 10.5.x just yet. Thanks to a kind soul who sent me a private message, I'd gotten so forgetful in my middle-aged-mindness that I need to configure/compile as root for Mac OS X...Been using Fink/Macports too much ![]() Better documentation/current work-arounds in the README.mac_os_x is always appreciated. |