Compiling GLScene on Mac OS X lazarus / 70-OpenGL ---------------------------------------------------------------------- evoshroom · 2012-08-05 15:26 Using both the GLScene SVN and the separate FreePascal GLScene SVN I was unable to compile GLScene.  In the former case I had to add one unit they forgot to declare, but after that both units compiled fine but then failed to work when rebuilding Lazarus generating the error: Code: [Select]ld: library not found for -lX11 An error occurred while linking I do have X11 (in the form of XQuartz, which is the only X11 now in Mountain Lion).  I also have Xcode installed.  Using Mac OS 10.8, Lazarus 1.0 RC1, FPC 2.6.0. Anyone have any ideas to get this to install? ---------------------------------------------------------------------- Phil · 2012-08-05 15:34 Quote from: evoshroom on August 05, 2012, 05:26:09 pmI do have X11 (in the form of XQuartz, which is the only X11 now in Mountain Lion).  I also have Xcode installed.  Using Mac OS 10.8, Lazarus 1.0 RC1, FPC 2.6.0. Normally you would not use X11 with Mac. I see this bug report: http://bugs.freepascal.org/bug_view_advanced_page.php?bug_id=17804 Maybe GLScene never worked with Mac? Thanks. -Phil ---------------------------------------------------------------------- evoshroom · 2012-08-05 15:37 I am aware that Carbon is the typical Mac library rather than X11.  However, the GLscene site itself lists Mac support. ---------------------------------------------------------------------- Phil · 2012-08-05 15:39 Quote from: evoshroom on August 05, 2012, 05:37:24 pmI am aware that Carbon is the typical Mac library rather than X11.  However, the GLscene site itself lists Mac support. Where is that site? The Laz wiki is unavailable currently. What kind of Mac support is the question. Thanks. -Phil ---------------------------------------------------------------------- evoshroom · 2012-08-05 15:42 Their website is: http://glscene.sourceforge.net/wikka/HomePage It's possible they only support Mac via Delphi, but that would be a shame.  Their site is unclear; it just says they got "Basic Mac Support" and then "Improved Mac Support" during 2011 updates. ---------------------------------------------------------------------- Phil · 2012-08-05 15:51 Quote from: evoshroom on August 05, 2012, 05:42:43 pmTheir website is: http://glscene.sourceforge.net/wikka/HomePage It's possible they only support Mac via Delphi, but that would be a shame.  Their site is unclear; it just says they got "Basic Mac Support" and then "Improved Mac Support" during 2011 updates. Very confusing. Looks like at least 3 different versions. Which one are you trying? http://glscene.sourceforge.net/wikka/HomePage http://wiki.lazarus.freepascal.org/GLScene http://wiki.glscene.info/index.php?title=Main_Page Thanks. -Phil ---------------------------------------------------------------------- evoshroom · 2012-08-05 15:58 Both.  The first and the last site you list link to the same sourceforge, which is the official GLscene version.  FreePascal also has an older version they are hosting, I'm guessing from a point before GLscene started providing their own Lazarus packages. The FreePascal build is in the high 2000's and the GLScene main is in the 6000's (though the build numbers could be unrelated). I tried both versions.  The FPC one compiled without complaining.  The GLScene main required one unit to be added that they forgot in one file (I forget what it was), but then it also compiled. Both of them failed on installing while linking with the exact same error. ---------------------------------------------------------------------- evoshroom · 2012-08-05 16:04 Even their instructions to download from SVN includes Mac instructions for 10.6 with screenshots.  http://wiki.glscene.info/index.php?title=Getting_GLScene# Sadly, it isn't SVN I need help with. ---------------------------------------------------------------------- Phil · 2012-08-05 16:16 This is not a good sign: http://sourceforge.net/tracker/?func=detail&aid=3155954&group_id=29749 &atid=397254 Thanks. -Phil ---------------------------------------------------------------------- evoshroom · 2012-08-05 18:50 Yeah, that isn't a good sign, but also that post is from before the posts advertising Mac support. ---------------------------------------------------------------------- Phil · 2012-08-05 18:55 Quote from: evoshroom on August 05, 2012, 08:50:29 pmYeah, that isn't a good sign, but also that post is from before the posts advertising Mac support. A general rule of thumb: Unless a Laz package specifically says "supports LCL Carbon widgetset" or similar language, you should assume that it has never even been tested on Mac. Packages that have been tested will discuss the status, eg, http://wiki.lazarus.freepascal.org/THtmlPort Note that both OS X and iOS have OpenGL support and OS X 10.8 and iOS 5.0 have GLKit. Perhaps those or something based on them would be a better choice in the long run. Another rule of thumb: If you need a package on Mac, you will likely need to port it yourself. But gird your loins - it will be a struggle. Thanks. -Phil ---------------------------------------------------------------------- evoshroom · 2012-08-05 19:05 Well, I already have a codebase using GLscene I was interested in testing.  Was hoping it would be possible to get it to work in some fashion on the Mac. If not, I could play around with other things but I need an advanced cross-platform 3d solution using Lazarus.  I am aware my OS has OpenGL support.  I'm not daft enough that I'm searching for Direct3D support for Mac or anything. And when you say OS X has OpenGL support and perhaps I should use that...that's pretty much what I was trying to do by getting GLscene to work.  I have no desire to abandon Lazarus and code non-cross- platform OpenGL code in Objective-C. ---------------------------------------------------------------------- Phil · 2012-08-05 19:07 Quote from: evoshroom on August 05, 2012, 09:05:46 pmAnd when you say OS X has OpenGL support and perhaps I should use that...that's pretty much what I was trying to do by getting GLscene to work.  I have no desire to abandon Lazarus and code non-cross-platform OpenGL code in Objective-C. You can do just about everything that Obj-C can do using FPC's Objective Pascal extensions: http://dl.dropbox.com/u/28343282/ObjP/index.html Thanks. -Phil ---------------------------------------------------------------------- evoshroom · 2012-08-06 15:01 Yeah, that's no good.  I already have a cross-platform Lazarus app with 2d visual output.  I wanted to add an option to do 3d visual output with that same program using the same underlying data the 2d used. ---------------------------------------------------------------------- Phil · 2012-08-06 18:16 Quote from: evoshroom on August 06, 2012, 05:01:30 pmYeah, that's no good.  I already have a cross-platform Lazarus app with 2d visual output.  I wanted to add an option to do 3d visual output with that same program using the same underlying data the 2d used. Yes, I sympathize. Again, probably your only option at this point is to try to get the current GLScene to work on Mac. Thanks. -Phil ---------------------------------------------------------------------- ideabrush · 2013-07-03 11:40 I recently tried GLScene on Lazarus 1.0.10 and although things are not perfect, I consider now it's possible to make a deployable GLScene app on Mac with Lazarus: https://sourceforge.net/apps/phpbb/glscene/viewtopic.php?f=5&t=939#p27 868 ---------------------------------------------------------------------- ideabrush · 2014-03-30 13:49 Today I tried GLScene on Lazarus 1.2.0, but unfortunately it gives a blank rendering: https://sourceforge.net/apps/phpbb/glscene/viewtopic.php?f=5&t=939&sid =33f74c81e402063ab746dd45949d60b1&start=10#p56833 If anyone succeeds in using GLScene with Lazarus 1.2.0 on a Mac please let me know.