glfwInit failing error
I don't believe this is anything to do with GLFW.
If you have zero-link turned on, turn it off, just in case.
Remember that you can't make OpenGL calls until after you have an OpenGL context (glfwOpenWindow, probably).
If you have zero-link turned on, turn it off, just in case.
Remember that you can't make OpenGL calls until after you have an OpenGL context (glfwOpenWindow, probably).
Now I get a corrupt stack error.
And this after disabling zero-linking:
And this after putting in a dylib version of glfw:
What on OSX is going on!
And this after disabling zero-linking:
Code:
Building target “O3Dtest1-6†of project “O3Dtest1-6†with configuration “Debug†— (1 error)
mkdir /Users/obie/Documents/Clibraries/O3D/O3Dtest1-6/build/Debug/O3Dtest1-6.app/Contents/MacOS
cd /Users/obie/Documents/Clibraries/O3D/O3Dtest1-6
/usr/bin/gcc-4.0 -o /Users/obie/Documents/Clibraries/O3D/O3Dtest1-6/build/Debug/O3Dtest1-6.app/Contents/MacOS/O3Dtest1-6 -L/Users/obie/Documents/Clibraries/O3D/O3Dtest1-6/build/Debug -L/Users/obie/Documents/Clibraries/O3D/O3Dtest1-6 -F/Users/obie/Documents/Clibraries/O3D/O3Dtest1-6/build/Debug -filelist /Applications/Oliver\'s\ finished\ projects/O3Dtest1-6.build/Debug/O3Dtest1-6.build/Objects-normal/ppc/O3Dtest1-6.LinkFileList -framework Carbon -framework AGL -framework OpenGL -lglfw -arch ppc -Wl,-Y,1455 -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk
/usr/bin/ld: table of contents for archive: /Users/obie/Documents/Clibraries/O3D/O3Dtest1-6/libglfw.a is out of date; rerun ranlib(1) (can't load from it)
collect2: ld returned 1 exit status
/usr/bin/ld: table of contents for archive: /Users/obie/Documents/Clibraries/O3D/O3Dtest1-6/libglfw.a is out of date; rerun ranlib(1) (can't load from it)
collect2: ld returned 1 exit status
Build failed (1 error)And this after putting in a dylib version of glfw:
Code:
[Session started at 2008-08-27 15:52:17 -0400.]
dyld: Library not loaded: @executable_path/libglfw.dylib
Referenced from: /Users/obie/Documents/Clibraries/O3D/O3Dtest1-6/build/Debug/O3Dtest1-6.app/Contents/MacOS/O3Dtest1-6
Reason: image not found
O3Dtest1-6 has exited due to signal 5 (SIGTRAP).What on OSX is going on!
For the first error, Google came up with this (first result): http://lists.apple.com/archives/xcode-us...00378.html
It looks like you have copied libglfw.a and messed up its created/modified dates. Running ranlib (as suggested by Xcode) should sort that out. Since the library has not been linking, this is probably the cause of all your problems up until now.
Regarding your new error (with the dylib), have you added the dylib to your "copy files" build phase? The path @executable_path/libglfw.dylib looks wrong anyway - the dylib should go in the Frameworks directory inside your app bundle, so it should be loaded from @executable_path/../Frameworks/libglfw.dylib I think.
It looks like you have copied libglfw.a and messed up its created/modified dates. Running ranlib (as suggested by Xcode) should sort that out. Since the library has not been linking, this is probably the cause of all your problems up until now.
Regarding your new error (with the dylib), have you added the dylib to your "copy files" build phase? The path @executable_path/libglfw.dylib looks wrong anyway - the dylib should go in the Frameworks directory inside your app bundle, so it should be loaded from @executable_path/../Frameworks/libglfw.dylib I think.
Thanks, that solved the linking problem with libglfw.a
Now I have this:
![[Image: my.php?image=screenshotng3.png]](http://img127.imageshack.us/my.php?image=screenshotng3.png)
which opens auto maticly even in release mode.
Also, I looked into the app bundle and there is no frameworks folder.
Are you sure no one has a sample .xcodeproject for me to try because this is driving me up the wall at the lack of online documentation for glfw and xcode.
Now I have this:
![[Image: my.php?image=screenshotng3.png]](http://img127.imageshack.us/my.php?image=screenshotng3.png)
which opens auto maticly even in release mode.
Also, I looked into the app bundle and there is no frameworks folder.
Are you sure no one has a sample .xcodeproject for me to try because this is driving me up the wall at the lack of online documentation for glfw and xcode.
Yes, this is a double post due to the fact that no one has answered in a while and now I have a new problem, when I use pkgconfig to compile I get this:
Code:
/usr/bin/ld: Undefined symbols:
_glBegin
_glClear
_glClearColor
_glColor3f
_glEnd
_glFlush
_glFrustum
_glLoadIdentity
_glMatrixMode
_glVertex3i
_glViewport
_glfwEnable
_glfwGetKey
_glfwGetWindowSize
_glfwInit
_glfwOpenWindow
_glfwSetWindowTitle
_glfwSwapBuffers
_glfwSwapInterval
_glfwTerminate
collect2: ld returned 1 exit status
The above message most likely means that the linker isn't aware of those functions at link time, so it can't resolve the symbols. Check the command-line parameters to gcc/ld and verify that OpenGL.framework and glfw are present. Ideally, paste the entire command line that's being used.
Code:
[Obie-Daidss-Computer:Clibraries/O3D/O3Dtest1-6] obie% gcc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`
tcsh: pkg-config: Command not found.
tcsh: pkg-config: Command not found.
powerpc-apple-darwin8-gcc-4.0.1: myprog.c: No such file or directory
powerpc-apple-darwin8-gcc-4.0.1: no input files
[Obie-Daidss-Computer:Clibraries/O3D/O3Dtest1-6] obie% gcc `pkg-config --cflags libglfw` -o main main.c `pkg-config --libs libglfw`
tcsh: pkg-config: Command not found.
tcsh: pkg-config: Command not found.
/usr/bin/ld: Undefined symbols:
_glBegin
_glClear
_glClearColor
_glColor3f
_glEnd
_glFlush
_glFrustum
_glLoadIdentity
_glMatrixMode
_glVertex3i
_glViewport
_glfwEnable
_glfwGetKey
_glfwGetWindowSize
_glfwInit
_glfwOpenWindow
_glfwSetWindowTitle
_glfwSwapBuffers
_glfwSwapInterval
_glfwTerminate
collect2: ld returned 1 exit status
[Obie-Daidss-Computer:Clibraries/O3D/O3Dtest1-6] obie%
Yep, as suspected, OpenGL.framework is missing from your compiler parameters. It looks like a number of other things are broken, too:
- You're trying to call pkg-config, which doesn't appear to exist, or at least isn't in your $PATH. It's warning you about it with "tcsh: pkg-config: Command not found.".
- myprog.c doesn't exist in the first call.
- You'll need to add "-framework OpenGL" and either "-lglfw" or the path to libglfw.a, depending on whether it's in your library search paths or not. Maybe this is what the output of pkg-config is expected to be?
Code:
gcc -o myProgram -framework OpenGL libglfw.a main.c
Thanks, that worked!
I had to change it to :
Now its telling me to build an .app wrapper.
Fortunately that message is from glfw.
How do I build an .app wrapper?
(google keeps giving results for java)
Entire message
I had to change it to :
Code:
gcc -o myProgram -framework Carbon -framework AGL -framework OpenGL libglfw.a main.cNow its telling me to build an .app wrapper.
Fortunately that message is from glfw.
How do I build an .app wrapper?
(google keeps giving results for java)
Entire message
Code:
Last login: Thu Aug 28 17:50:18 on ttyp4
Welcome to Darwin!
/Users/obie/Documents/Clibraries/O3D/O3Dgcctest1-1/myProgram; exit
[Obie-Daidss-Computer:~] obie% /Users/obie/Documents/Clibraries/O3D/O3Dgcctest1-1/myProgram; exit
Working in unbundled mode. You should build a .app wrapper for your Mac OS X applications.
Bus error
logout
[Process completed]
Glad to hear that's working for you!
The most basic .app wrapper would look be a directory structure that looks like this, where MyProgram is your executable: MyProgram.app/Contents/MacOS/MyProgram
To be a little bit more correct about it, you'd want to put two more files in Contents: Info.plist and PkgInfo. This page can tell you more about those two files: http://developer.apple.com/documentation...2094-98415
You'd also most likely want a "Resources" directory sibling to MacOS for storing external assets your application uses. Applications on Mac OS X are supposed to be self-contained, and this is the standard place to put ancillary files.
The most basic .app wrapper would look be a directory structure that looks like this, where MyProgram is your executable: MyProgram.app/Contents/MacOS/MyProgram
To be a little bit more correct about it, you'd want to put two more files in Contents: Info.plist and PkgInfo. This page can tell you more about those two files: http://developer.apple.com/documentation...2094-98415
You'd also most likely want a "Resources" directory sibling to MacOS for storing external assets your application uses. Applications on Mac OS X are supposed to be self-contained, and this is the standard place to put ancillary files.
So, I built a .app wrapper and I get a EXC_BAD_ACCESS error in the crash log.
I'm not really much of a Mac guy(can you tell), I just hate Microsoft .
I've only did this stuff for a year and haven't learned all the error codes and the like.
Forgot:
my O3D.app is setup like:
Contents
-PkgInfo
-Info.plist
-Frameworks
->OpenGL.framework
->AGL.framework
->Carbon.framework
-MacOs
->myProgram
-Resources
Code:
===== Sunday, August 31, 2008 3:58:12 PM US/Eastern =====
**********
Host Name: Obie-Daidss-Computer
Date/Time: 2008-08-31 15:58:22.008 -0400
OS Version: 10.4.11 (Build 8S165)
Report Version: 4
Command: myProgram
Path: /OLIVER/Developement/Xcode/Clibraries/O3D/O3Dgcctest1-1/O3D.app/Contents/MacOS/myProgram
Parent: WindowServer [61]
Version: T1 v0.1 (v0.1)
PID: 19607
Thread: 0
Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000ab0
Thread 0 Crashed:
0 libGL.dylib 0x92f26f28 glClearColor + 56
1 com.oddmedia.O3D 0x00002858 main + 100
2 com.oddmedia.O3D 0x0000237c _start + 760
3 com.oddmedia.O3D 0x00002080 start + 48
Thread 0 crashed with PPC Thread State 64:
srr0: 0x0000000092f26f28 srr1: 0x000000000200f030 vrsave: 0x0000000000000000
cr: 0x82000222 xer: 0x0000000000000004 lr: 0x0000000092f26f04 ctr: 0x0000000092f26ef0
r0: 0x0000000000002858 r1: 0x00000000bffffad0 r2: 0x00000000a2f26f04 r3: 0x0000000000000000
r4: 0x0000000000003f40 r5: 0x0000000000000000 r6: 0x000000000007774e r7: 0x0000000048baf7dd
r8: 0x0000000000003f40 r9: 0x000000000000280c r10: 0x0000000000003af8 r11: 0x0000000042000228
r12: 0x0000000092f26ef0 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000000000000000
r16: 0x0000000000000000 r17: 0x0000000000000000 r18: 0x0000000000000000 r19: 0x0000000000000000
r20: 0x0000000000000000 r21: 0x0000000000000000 r22: 0x0000000000000000 r23: 0x0000000000000000
r24: 0x0000000000000000 r25: 0x0000000000000002 r26: 0x00000000bffffcc8 r27: 0x00000000bffffca8
r28: 0x00000000bffffc9c r29: 0x00000000a2f26004 r30: 0x00000000bffffad0 r31: 0x0000000092f26f04
Binary Images Description:
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0x985d8000 - 0x985e5fff com.apple.agl 2.5.6 (AGL-2.5.6) /System/Library/Frameworks/AGL.framework/Versions/A/AGLI'm not really much of a Mac guy(can you tell), I just hate Microsoft .
I've only did this stuff for a year and haven't learned all the error codes and the like.
Forgot:
my O3D.app is setup like:
Contents
-PkgInfo
-Info.plist
-Frameworks
->OpenGL.framework
->AGL.framework
->Carbon.framework
-MacOs
->myProgram
-Resources
Again, there's too little information here, but the most likely reason to crash during glClearColor is that you cannot call OpenGL functions before you have a window.
However the window is opening as, if it didn't, an error from my code would go to the console.
I believe all my errors may come from linking to the frameworks.
I believe all my errors may come from linking to the frameworks.
You've called glClearColor successfully, it has a sane address in the correct dylib. This is *not* a linking issue. Check that your call to glClearColor comes *after* glfwOpenWindow.
Alternatively, put
just before the glClearColor call that's crashing. If that abort gets hit, you haven't called glfwOpenWindow [successfully].
Alternatively, put
Code:
extern void *CGLGetCurrentContext(void);
if (!CGLGetCurrentContext()) abort();
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| 'Unidentified error' error in Xcode | scgames | 2 | 3,165 |
Jun 10, 2006 01:38 AM Last Post: scgames |
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