SDL_image on OS X 10.7(Lion), xcode 4.1 Re: Please test the latest 1.2 from Mercurial on Mac OS X

Hello,

has anyone got SDL_image to compile on xcode Lion?

I get an error about version 4.0 being invalid or something like that.

cheers,On Sun, Jul 24, 2011 at 11:05 AM, Ren? Dudfield <@Rene_Dudfield> wrote:

Hi,

this is the error when building with xcode 4.1 on Lion.
[BEROR]error: There is no SDK with the name or path
’/Developer/SDKs/MacOSX10.4u.sdk’

I changed a few things in the settings of the xcode project to do with the
version of gcc, and got it to compile.

I also found the old SDKs in /Developer-old/SDKs which I symlinked in.

When building Standard DMG I get this at the end…
""“Error Starting Executable 'Standard DMG’
No executable file specified.
Use the “file” or “exec-file” command.”""

Maybe if I linked the gcc-4.0 from there in it could work too. Not sure.

Dropping the new SDL.framework into /Library/Frameworks, instead of the old
one fails with my old install of pygame.

I’m still having troubles getting pygame to compile with the new SDL that I
made, but I’ll report back once I’ve got it working.

cheers,

On Tue, Jul 19, 2011 at 4:37 AM, Ryan C. Gordon wrote:

In fullscreen mode there was a problem, the screen appears to be

pushed down (see the screenshots at the links provided). I verified
that this doesn’t happen
with 1.2.14.

This is fixed now in Mercurial, thanks for pointing it out!

–ryan.

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Sounds like it’s trying to build with gcc-4.0 which is only for targeting the 10.4u sdk which is considered deprecated by now.

Using 10.5 sdk ought to work, which uses gcc-4.4 I think, been a while since I set up a build script for it.

Or using 10.6 sdk, or not specifying an sdk at all and thus getting the 10.7 sdk, but I would not recommend shipping an app that targets 10.7 yet as most people have not yet upgraded, some people are
probably still on 10.5 for that matter…On 07/26/2011 04:35 AM, Ren? Dudfield wrote:

Hello,

has anyone got SDL_image to compile on xcode Lion?

I get an error about version 4.0 being invalid or something like that.

cheers,

On Sun, Jul 24, 2011 at 11:05 AM, Ren? Dudfield <renesd at gmail.com <mailto:renesd at gmail.com>> wrote:

Hi,

this is the error when building with xcode 4.1 on Lion.
[BEROR]error: There is no SDK with the name or path '/Developer/SDKs/MacOSX10.4u.sdk'



I changed a few things in the settings of the xcode project to do with the version of gcc, and got it to compile.

I also found the old SDKs in /Developer-old/SDKs which I symlinked in.

When building Standard DMG I get this at the end...
"""Error Starting Executable 'Standard DMG'
No executable file specified.
Use the "file" or "exec-file" command."""


Maybe if I linked the gcc-4.0 from there in it could work too.  Not sure.


Dropping the new SDL.framework into /Library/Frameworks, instead of the old one fails with my old install of pygame.

I'm still having troubles getting pygame to compile with the new SDL that I made, but I'll report back once I've got it working.


cheers,




On Tue, Jul 19, 2011 at 4:37 AM, Ryan C. Gordon <icculus at icculus.org <mailto:icculus at icculus.org>> wrote:


        In fullscreen mode there was a problem, the screen appears to be
        pushed down (see the screenshots at the links provided). I verified
        that this doesn't happen
        with 1.2.14.


    This is fixed now in Mercurial, thanks for pointing it out!

    --ryan.



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Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged demo." - James Klass
"A game is a series of interesting choices." - Sid Meier

The Apple sanctioned approach now is to set the SDK to the
current/latest and set the deployment/minimum OS version target to
your oldest supported OS. This requires you to be careful about using
APIs that don’t exist on older platforms, but eliminates the problems
on the other side of the coin.

I think I setup the SDL 1.3 projects this way, but I didn’t really
want to touch/break the 1.2 projects. But to get around the (missing)
SDK problem, you probably should change your 1.2 projects this way.

-Eric–
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/

Ok, cool. I’ll give it a go.

cheers,On Wed, Jul 27, 2011 at 9:37 AM, Eric Wing wrote:

The Apple sanctioned approach now is to set the SDK to the
current/latest and set the deployment/minimum OS version target to
your oldest supported OS. This requires you to be careful about using
APIs that don’t exist on older platforms, but eliminates the problems
on the other side of the coin.

I think I setup the SDL 1.3 projects this way, but I didn’t really
want to touch/break the 1.2 projects. But to get around the (missing)
SDK problem, you probably should change your 1.2 projects this way.

-Eric

Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

The Apple sanctioned approach now is to set the SDK to the
current/latest

As anyone trying to run the Humble Indie Bundle #3 games on Mac OS X
10.5 learned this week: linking against the latest SDK will make your
app not work on anything older than Snow Leopard, regardless of the APIs
you call. :frowning:

(it inserts a new load command in the Mach-O headers that 10.5 doesn’t
understand. It is infuriating, because users have no idea what to do
with it, and even developers end up googling the error message.)

With that caveat: maybe Apple won’t do that to you again!!

–ryan.

Interesting. Any place I can find specific details on this? Do you
know when and how this breakage was introduced? (e.g. was it Xcode 4,
llvm, a OS X system update, 64-bit only, Intel only, etc.) I recall
being able to (mostly) build using the 10.6 SDK for 10.5, with the
most public major roadblock being Apple screwed up the backwards
compatibility linkage for libcrypto. If you didn’t need libcrypto, you
were mostly fine.

-EricOn 7/27/11, Ryan C. Gordon wrote:

The Apple sanctioned approach now is to set the SDK to the
current/latest

As anyone trying to run the Humble Indie Bundle #3 games on Mac OS X
10.5 learned this week: linking against the latest SDK will make your
app not work on anything older than Snow Leopard, regardless of the APIs
you call. :frowning:

(it inserts a new load command in the Mach-O headers that 10.5 doesn’t
understand. It is infuriating, because users have no idea what to do
with it, and even developers end up googling the error message.)

With that caveat: maybe Apple won’t do that to you again!!


Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/

Interesting. Any place I can find specific details on this? Do you
know when and how this breakage was introduced? (e.g. was it Xcode 4,
llvm, a OS X system update, 64-bit only, Intel only, etc.) I recall
being able to (mostly) build using the 10.6 SDK for 10.5, with the
most public major roadblock being Apple screwed up the backwards
compatibility linkage for libcrypto. If you didn’t need libcrypto, you
were mostly fine.

I’m shaky on the details, but I first started seeing it in Xcode 3 last
year, if you linked against the latest SDK instead of 10.whatever. This
was with gcc, not clang (but I assume it’s a function of the linker, not
the compiler). I can dig you up the actual error message tomorrow.

It’s entirely possible this can work, and we just screwed something up
on our side.

–ryan.

I wouldn’t be surprised if you found another Apple problem. I was just
curious as to what it is in case I need to deal with it in the future.

For what it’s worth (not much I’m sure), the binary release of
LuaCocoa v0.3 I just put out this week was built on Snow Leopard under
Xcode 3.2.5 using the “Current SDK” and min OS set to 10.5. I build a
3-way Universal Binary (Intel 32/64, PowerPC 32) and the binaries work
on my PowerPC 12" Powerbook running 10.5. But I have not tried Intel
on 10.5. (All Intel machines I encounter are running 10.6 or 10.7.)

Thanks,
EricOn 7/28/11, Ryan C. Gordon wrote:

Interesting. Any place I can find specific details on this? Do you
know when and how this breakage was introduced? (e.g. was it Xcode 4,
llvm, a OS X system update, 64-bit only, Intel only, etc.) I recall
being able to (mostly) build using the 10.6 SDK for 10.5, with the
most public major roadblock being Apple screwed up the backwards
compatibility linkage for libcrypto. If you didn’t need libcrypto, you
were mostly fine.

I’m shaky on the details, but I first started seeing it in Xcode 3 last
year, if you linked against the latest SDK instead of 10.whatever. This
was with gcc, not clang (but I assume it’s a function of the linker, not
the compiler). I can dig you up the actual error message tomorrow.

It’s entirely possible this can work, and we just screwed something up
on our side.


Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/

Hi,

I got SDL_image to build on xcode 4.1 Leopard against the latest (10.7 SDK).

I think I’ll have to mark this pygame release as Snow Leopard + and intel
only. If it is indeed breaking 10.5 machines.

cu.On Thu, Jul 28, 2011 at 9:59 AM, Eric Wing wrote:

On 7/28/11, Ryan C. Gordon wrote:

Interesting. Any place I can find specific details on this? Do you
know when and how this breakage was introduced? (e.g. was it Xcode 4,
llvm, a OS X system update, 64-bit only, Intel only, etc.) I recall
being able to (mostly) build using the 10.6 SDK for 10.5, with the
most public major roadblock being Apple screwed up the backwards
compatibility linkage for libcrypto. If you didn’t need libcrypto, you
were mostly fine.

I’m shaky on the details, but I first started seeing it in Xcode 3 last
year, if you linked against the latest SDK instead of 10.whatever. This
was with gcc, not clang (but I assume it’s a function of the linker, not
the compiler). I can dig you up the actual error message tomorrow.

It’s entirely possible this can work, and we just screwed something up
on our side.

I wouldn’t be surprised if you found another Apple problem. I was just
curious as to what it is in case I need to deal with it in the future.

For what it’s worth (not much I’m sure), the binary release of
LuaCocoa v0.3 I just put out this week was built on Snow Leopard under
Xcode 3.2.5 using the “Current SDK” and min OS set to 10.5. I build a
3-way Universal Binary (Intel 32/64, PowerPC 32) and the binaries work
on my PowerPC 12" Powerbook running 10.5. But I have not tried Intel
on 10.5. (All Intel machines I encounter are running 10.6 or 10.7.)

Thanks,
Eric

Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org