SDL_Init fails on iOS 10/Xcode 8.0 (Free Pascal) |
genericptr
|
I found some other linker warnings I wanted to include also. Something is wrong my compilers linker settings I think (I'm asking them now) but how can I get better debug info from SDL so I can know if these are related or not?
ld: warning: URGENT: building for iOS, but linking in object file (/usr/lib/crt1.o) built for OSX. Note: This will be an error in the future. ld: warning: object file (/usr/lib/crt1.o) was built for newer OSX version (10.4) than being linked (7.0) ld: warning: object file (/Developer/Projects/OpenGL-Sandbox/Xcode-SDL/DerivedData/OpenGL-Sanbox/Build/Intermediates/OpenGL-Sanbox.build/Debug-iphonesimulator/OpenGL-Sanbox.build/Objects-normal/x86_64/SDL.o) was built for newer iOS version (10.0) than being linked (7.0) ld: warning: ObjC object file (/Developer/Projects/OpenGL-Sandbox/Sources/libSDL2.a(SDL_rwopsbundlesupport.o)) was compiled for iOS Simulator, but linking for MacOSX |
|||||||||||
|
genericptr
|
I got this figured out from the Free Pascal Compiler guys who were actually familiar with SDL. The problem is the main function of the program was not named SDL_main like the it would have been if I used the C header. I don't understand why SDL worked on OS X and failed on iOS however. Should I file a bug report perhaps or request a more meaningful error message for non-C users? I suspect this will affect other non-C users and a simple error message stating the main function naming would have been enough for me to figure it out.
|
|||||||||||
|