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Subject: 
Re: ldglite broke in Mac OS X 10.2.2
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Fri, 29 Nov 2002 02:05:45 GMT
Viewed: 
4285 times
  
In article <H6A4BI.CpC@lugnet.com>,
"James Reynolds" <james@scl.utah.edu> wrote:

> Hehehe.  I don't think ldglite broke with 10.2...  I had a bad LDRAW folder
> (well, it wasn't the linux distro).  Anyway, at least I found out that the
> makefile needs to be fixed:
> 
> > ld: Undefined symbols:
> > ___gxx_personality_v0
> > make: *** [ldglite] Error 1
> 
> I was told to fix this by adding "-lstdc++" to the cc flags.  So I changed:
> 
> CFLAGS=-g -I./osx -DUNIX -DMACOS_X ....
> 
> to:
> 
> CFLAGS=-g -lstdc++ -I./osx -DUNIX -DMACOS_X .....
> 
> It compiled, and it compiled "successfully".  Lots of warning and stuff.
> The verbos stuff is at the bottom of this message.

I changed this and was able to compile LDGLite using the command line
too. However, I found that the precompile binary that I downloaded works
better (rotation is faster) than the one I compiled (rotation stalls).

> >  The big thing that Apple screwed up with the terminal in 10.2 is the
> > terminal launching stuff. When terminal opens a shell in 10.2 none of
> > the commands in a users shell login commands is executed. Apparently,
> > Apple moved some important files from where they were to
> 
> I heard Apple purposely removed all their 10.1 shell customizations because
> Unix admins new to Mac OS X didn't like them.  So they made it optional.
> Read:
> 
> /usr/share/tcsh/examples/README
> 
> It tells you how to get all the 10.1 stuff back.  I tried ldglite without
> the the shell customizations and it doesn't make a difference with ldglite.

I should take notes when I do things... When I installed LDGLite in
10.2, LDGLite couldn't find my LDRAW folder. Now I cannot remember if I
had the "setenv LDRAWDIR /Applications/MacLDGLite/LDRAW" line in my
~/Library/init/tcsh/path file  or ~/.tcshrc file or if I was trying the
~/Library/init/tcsh/environment.mine thing. I read that the out of the
box configuration for the terminal caused it to ignore a users shell
initialization files. Where did you put the "setenv LDRAWDIR
/Applications/MacLDGLite/LDRAW" line? Do you set the invironment with
your shell scripts, or does LDGLite Launcher tell LDGLite that line each
time it LDGLite Launcher launches LDGLite?

> 
> Anyway, sorry for the false alarm.
> 
> It is nice to hear that Apple is going to fix the title bar thing.

That menubar thing. I never had the problem in 10.1.x is it new to 10.2?
I tried to figure out how to get Project Builder to build the binary,
but I couldn't figure out how to get project builder to do it.

> 
> James

snipped compiling gobbledegoo

Chris



Message has 1 Reply:
  Re: ldglite broke in Mac OS X 10.2.2
 
(...) Interesting. (...) LDGLite Launcher sets the path every time it launches an instance of ldglite. So it will override any LDRAWDIR environment variable that you set. Too much of a hastle to do it any other way. (...) No, I have had the problem (...) (24 years ago, 29-Nov-02, to lugnet.cad.dev.mac)

Message is in Reply To:
  Re: ldglite broke in Mac OS X 10.2.2
 
Hehehe. I don't think ldglite broke with 10.2... I had a bad LDRAW folder (well, it wasn't the linux distro). Anyway, at least I found out that the makefile needs to be fixed: (...) I was told to fix this by adding "-lstdc++" to the cc flags. So I (...) (24 years ago, 28-Nov-02, to lugnet.cad.dev.mac)

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