Subject:
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Re: ldglite broke in Mac OS X 10.2.2
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Newsgroups:
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lugnet.cad.dev.mac
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Date:
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Fri, 29 Nov 2002 02:05:45 GMT
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Viewed:
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1770 times
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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
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Message has 1 Reply: | | Re: ldglite broke in Mac OS X 10.2.2
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| (...) 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 (...) (22 years ago, 29-Nov-02, to lugnet.cad.dev.mac)
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Message is in Reply To:
| | Re: ldglite broke in Mac OS X 10.2.2
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| 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 (...) (22 years ago, 28-Nov-02, to lugnet.cad.dev.mac)
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