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Compiling SDL in XCode 4.1
RodrigoCard


Joined: 23 Apr 2011
Posts: 113
Location: Brazil
Hi,

I tried to build SDL for Mac OS X 10.7.1 using xcode 4.1 and I got these errors:

SDL_opengl.h

5114: error: conflicting types for 'GLintptrARB'
5115: error: conflicting types for 'GLsizeiptrARB'

What can be done?

I currently have no 10.6 machine to test, but I am almost downgrading this buggy OS =/
I also built the iOS project with no problems.

Regards
Compiling SDL in XCode 4.1
Dimiter 'malkia' Stanev
Guest

Hi Rodrigo,

The latest glext.h is here:
http://www.opengl.org/registry/api/glext.h

it defines GLintptrARB as:

#ifndef GL_ARB_vertex_buffer_object
/* GL types for handling large vertex buffer objects */
typedef ptrdiff_t GLintptrARB;
typedef ptrdiff_t GLsizeiptrARB;
#endif

Looking at SDL_opengl.h it might just work if you do this:

#include <OpenGL/OpenGL.h> // OSX
#include "glext.h" // pull this locally
#include <OpenGL/glext.h> // Or from the framework - probably not the
right include - guessing here...

Also look into NO_SDL_GLEXT macro in SDL_opengl.h - there is a mini or
older version of glext.h there - might give you some more clues
especially if you diff it against latest.

Cheers!

On 8/25/2011 7:50 PM, RodrigoCard wrote:
Quote:
Hi,

I tried to build SDL for Mac OS X 10.7.1 using xcode 4.1 and I got these
errors:

SDL_opengl.h

5114: error: conflicting types for 'GLintptrARB'
5115: error: conflicting types for 'GLsizeiptrARB'

What can be done?

I currently have no 10.6 machine to test, but I am almost downgrading
this buggy OS =/
I also built the iOS project with no problems.

Regards


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Compiling SDL in XCode 4.1
Ryan C. Gordon
Guest

Quote:
I tried to build SDL for Mac OS X 10.7.1 using xcode 4.1 and I got these
errors:

Can you try the latest in Mercurial? I just pushed a change that should
fix this.

Thanks,
--ryan.


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Support for large screens in the Android project
gabomdq


Joined: 28 Jul 2011
Posts: 495
Location: Argentina
I'm posting this to the list as I don't think it merits opening a bug for it.
I'm using the Android port to develop on an Android tablet, and I noticed my
graphics were all pixelated. It turns out, Android by default gives you a
small surface to work with unless you tell it that you support larger screens
in the manifest.
Adding:

<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"
/>

to AndroidManifest.xml lets you work at native resolutions.

Gabriel.
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Re: Compiling SDL in XCode 4.1
RodrigoCard


Joined: 23 Apr 2011
Posts: 113
Location: Brazil
Aparently, changing ptrdiff_t to long worked, thanks.

Ryan C. Gordon wrote:
Quote:
I tried to build SDL for Mac OS X 10.7.1 using xcode 4.1 and I got these
errors:

Can you try the latest in Mercurial? I just pushed a change that should
fix this.

Thanks,
--ryan.


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Compiling SDL in XCode 4.1
Mattias Holm
Guest

The OS X OpenGL header on Lion defines the GLsizeiptrARB as long if GL_ARB_vertex_buffer_object is not defined, the SDL GL header redefines this as another type. I suggest applying the following patch for fixing this build error on Lion.




/ Mattias
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Compiling SDL in XCode 4.1
Ryan C. Gordon
Guest

Quote:
The OS X OpenGL header on Lion defines the GLsizeiptrARB as long if
GL_ARB_vertex_buffer_object is not defined, the SDL GL header redefines
this as another type. I suggest applying the following patch for fixing
this build error on Lion.

Whoops, I previously fixed the OpenGL 1.5 #ifdef but not the VBO one.

This is now fixed in revision control: hg changeset f31019514269 for the
1.2 branch and ab97e8ce122a for the 1.3 branch.

Thanks!

--ryan.

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