Attempting to get 1.91 built on Mac

Discussion and announcements regarding the Mac port… er, original version of Oolite.

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maik
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Re: Attempting to get 1.91 built on Mac

Post by maik »

Hopefully I‘m not beating a dead horse here, but this seems to be a way to use OpenGL 3.3 on modern MacOS versions: https://github.com/zamirmf/OpenGLOnMac? ... me-ov-file

In short glfw is needed, and some hints as shown in the main.cpp example.

Now of course I have no clue if that helps in our context, but I’m sure someone else does :mrgreen:

Keeping fingers crossed!
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Re: Attempting to get 1.91 built on Mac

Post by Cholmondely »

maik wrote: Wed Feb 12, 2025 12:19 pm
Keeping fingers crossed!
Ummm... sorry, dumb pilot here (glfw? main.cpp?). But.

1) Reading through over twenty years of posts on this board, the aim of our developers (until a year or so ago) was to keep Oolite working on the older computers. Computers with older operating systems, with less memory, with less RAM etc. And hence all the work by Amah & Dertien creating non-shader versions of ships OXPs a decade or so ago, when all the then new computers supposedly had no problems with shaders. Oolite v.1.90 still works on MacOS 10.6 (2009) and on Windows 7 Service Pack 1 (2009).

I'm unsure as to the extent that this has been thrown to the winds, not being an expert on this sort of thing.


2) We have had a number of people dropping by, trying to update and then failing and getting marmalised by the Witchspace Lobster. Granted, Phkb did not drop by.... but was it the updating for the AppleMac which did him in? And Bogatyr, sharpenedblade, and a couple of others, too, all met grisly ends of an indescribable nature.



Since you understand this sort of thing - and have not yet done yourself in - is there any chance you could post a synopsis of the state of play on our wiki? I can't - I don't even know what the acronyms are supposed to spell out, never mind understanding the jargon!



Possible wiki pages:
AppleMac
Compiling on Apple Mac
Developer's Corner (links to other pages, some still unborn)
Developing Oolite (section on AppleMac)
Running Oolite-Mac
Testing on Apple Mac
Comments wanted:
Missing OXPs? What do you think is missing?
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Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Attempting to get 1.91 built on Mac

Post by phkb »

Just dropping by for a quick reply.

I'm stymied in a couple of ways in testing anything, including my Mac builds. I would like to revisit it (as I don't want to see Mac's get left behind), but neither do I want to promise anything until I get to a place where I can devote some serious time to my hobby.

Having said that, the code looks simple enough at first glance, so a translation to Obj-C is probably possible. It will need to be someone else at the moment though.
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Re: Attempting to get 1.91 built on Mac

Post by maik »

I wish I could help more, but I have a serious lack of time, and don’t understand the intricacies of OpenGL and its shaders vs what is possible on a Mac well enough to give a summary that I would trust myself.

My interest is in keeping the Mac in play for Oolite 1.91+ so when I find a few minutes I do some desk research and hopefully post something useful. The project on git that I linked to seems to show how to support OpenGL 3.3 on MacOS. My understanding of our current state of play is that the assumption is that MacOS only supports OpenGL versions up to 2.1 and hence cannot support 3.3 (which seems to be what Oolite 1.91+ requires).
Cholmondely wrote: Wed Feb 12, 2025 1:09 pm
maik wrote: Wed Feb 12, 2025 12:19 pm
Keeping fingers crossed!
Since you understand this sort of thing - and have not yet done yourself in - is there any chance you could post a synopsis of the state of play on our wiki? I can't - I don't even know what the acronyms are supposed to spell out, never mind understanding the jargon!
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Re: Attempting to get 1.91 built on Mac

Post by maik »

Sorry... red herring... 4.1 via glfw only works in core mode, not compat :(
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Re: Attempting to get 1.91 built on Mac

Post by maik »

phkb wrote: Mon Oct 14, 2024 2:27 am
Bogatyr wrote: Sat Sep 21, 2024 10:18 am
I'm trying to reproduce this, but something's apparently missing.
OK, I've created a branch on 1.91 (called "failed_mac_build") that has all the code I'd currently changed to get to the previous point (ie. compiles OK, shows splash but fails to get any further). Note that I had disabled the Sparkle code in this branch. I did this work on MacOS Sierra in Xcode 9.2

And in case there's any confusion, this build should not be merged. It's purely for reference purposes.
What do I have to do to get it to build? It doesn’t find the vorbis dependencies for me. I‘d like to poke around a bit…
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Re: Attempting to get 1.91 built on Mac

Post by Commander_X »

Didn't deal with Mac builds in some time, but in the "deps" folder you should have both libogg and vorbis folders, with a bonus of "Ogg Vorbis" folder in "Cocoa-deps".
Each of these host some ".xcodeproj" folders (in libogg and vorbis under their "macosx" subfolder).
I think it's enough to import "Ogg Vorbis" .xcodeproj folders in Xcode, and the two libraries will compile and be available.
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