Compiling SDL in XCode 4.1 |
Compiling SDL in XCode 4.1 |
Dimiter 'malkia' Stanev
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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:
SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Compiling SDL in XCode 4.1 |
Ryan C. Gordon
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Can you try the latest in Mercurial? I just pushed a change that should fix this. Thanks, --ryan. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Support for large screens in the Android project |
gabomdq
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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. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: Compiling SDL in XCode 4.1 |
RodrigoCard
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Aparently, changing ptrdiff_t to long worked, thanks.
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Compiling SDL in XCode 4.1 |
Mattias Holm
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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 _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Compiling SDL in XCode 4.1 |
Ryan C. Gordon
Guest
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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. _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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