[Bf-committers] Mac OS X status

Stefan Gartner bf-committers@blender.org
Wed, 18 Dec 2002 15:46:50 +0100


Hi list,
yesterday I tried compiling blender on Mac OS X 10.2.2 using the original=
=20
makefiles and succeeded after fooling around a bit:

* in /System/Library/Frameworks/OpenGL.framework I made GL a symlink to=20
Headers (so that the compiler finds header files like <GL/gl.h>)

* I had to uncomment the line defining NAN_PYTHON_BINARY in nan_definitio=
ns.mk=20
(what is it used for?)

* as the README already suggests, I had to run ranlib on the .a files in=20
lib/darwin-6.2-powerpc and obj/darwin-6.2-powerpc. libfrozen.a was a bit =
odd=20
though, as it seems to be recreated everytime I run make. My (short-term)=
=20
solution was to edit source/blender/bpython/frozen/Makefile and add "ranl=
ib=20
$(OCGDIR)/blender/bpython/$(DEBUG_DIR)libfrozen.a" to the libfrozen targe=
t.=20
Unfortunately the makefile is generated by running the freeze script in=20
intern/python/freeze...
(On desaster's tree I just edited the Makefiles in intern/ to run ranlib =
after=20
creating the .a files in lib/darwin-*, which seems to work. Maybe that's =
a=20
solution to the ranlib problem. For some reason the problems with libfroz=
en.a=20
didn't show up there, though.)

* I had to create a lib dir in source/ode (otherwise ar whines about=20
lib/libode.a not existing or something like that), but i think this is=20
related to cvs deleting empty directories and not a fault of the build sy=
stem=20
itself.

* the gameengine doesn't seem to work (I think it's the same on Linux). D=
oes=20
anyone have an idea why?

I'll try building it with Project Builder next and see how far I'll get..=
=2E

I guess that's all,
sgefant