Early screenshots:


Moderator: andrewmac
#import "fileDialog.h"should be:
#import "platform/nativeDialogs/fileDialog.h"Also, I get this message:
Should totally mention, I'm running Yosemite on a Macbook Pro from Mid 2015. I'll have a go at disabling Metal support tomorrow or the day afterthere is nothing in dglMac_binding.h that's still being used. You can kill it, I thought I already did.
Regarding the metal problem, it should be detecting that your system doesn't support metal. Maybe try forcing this to 0 to disable metal support:
https://github.com/andr3wmac/Torque6/bl ... .h#L46-L51
I'll try to take another look at OSX support soon.
DKR1707:build dklukjor$ make debug64 ./genie_mac gmake Building configurations... Running action 'gmake'... Generating ../gmake/Makefile... Generating ../gmake/Torque6App.make... Generating ../gmake/Torque6.make... Generating ../gmake/lib/assimp.make... Generating ../gmake/lib/bgfx.make... Generating ../gmake/lib/bullet.make... Generating ../gmake/lib/ljpeg.make... Generating ../gmake/lib/lpng.make... Generating ../gmake/lib/zlib.make... Generating ../gmake/plugins/Sky.make... Generating ../gmake/plugins/Terrain.make... Generating ../gmake/plugins/Particles.make... Generating ../gmake/plugins/CSG.make... Done. /Library/Developer/CommandLineTools/usr/bin/make -R -C ./gmake config=debug64 ==== Building assimp (debug64) ==== Archiving assimp ==== Building bgfx (debug64) ==== Archiving bgfx ==== Building bullet (debug64) ==== Archiving bullet ==== Building ljpeg (debug64) ==== Archiving ljpeg ==== Building lpng (debug64) ==== Archiving lpng ==== Building zlib (debug64) ==== Archiving zlib ==== Building Torque6 (debug64) ==== Linking Torque6 ld: framework not found Metal clang: error: linker command failed with exit code 1 (use -v to see invocation) make[2]: *** [../bin/libTorque6_DEBUG.dylib] Error 1 make[1]: *** [Torque6] Error 2 make: *** [debug64] Error 2From what I gathered, it's because of this build configuration: "-framework Metal" on Torque6 and bgfx, but removing it from the lua scripts results in a lot of undefined symbols, so that is not the way to go
Code: Select all
==== Building Torque6 (debug64) ====
Linking Torque6
Undefined symbols for architecture x86_64:
"nsglGetProcAddress(unsigned char const*)", referenced from:
rmtglGetProcAddress(OpenGL*, char const*) in libbgfx.a(bgfx.o)
"bgfx::gl::glCullFace", referenced from:
bgfx::gl::RendererContextGL::submit(bgfx::Frame*, bgfx::ClearQuad&, bgfx::TextVideoMemBlitter&) in libbgfx.a(renderer_gl.o)
"bgfx::gl::glDisablei", referenced from:
bgfx::gl::RendererContextGL::submit(bgfx::Frame*, bgfx::ClearQuad&, bgfx::TextVideoMemBlitter&) in libbgfx.a(renderer_gl.o)
"bgfx::gl::glEndQuery", referenced from:
bgfx::gl::OcclusionQueryGL::end() in libbgfx.a(renderer_gl.o)
bgfx::gl::RendererContextGL::init() in libbgfx.a(renderer_gl.o)
bgfx::gl::TimerQueryGL::end() in libbgfx.a(renderer_gl.o)
"bgfx::gl::glGetError", referenced from:
bgfx::gl::glGet(unsigned int) in libbgfx.a(renderer_gl.o)
bgfx::gl::ProgramGL::create(bgfx::gl::ShaderGL const&, bgfx::gl::ShaderGL const&) in libbgfx.a(renderer_gl.o)
bgfx::gl::ProgramGL::init() in libbgfx.a(renderer_gl.o)
bgfx::gl::ProgramGL::destroy() in libbgfx.a(renderer_gl.o)
bgfx::gl::ProgramGL::bindAttributes(bgfx::VertexDecl const&, unsigned int) const in libbgfx.a(renderer_gl.o)
bgfx::gl::ProgramGL::bindInstanceData(unsigned int, unsigned int) const in libbgfx.a(renderer_gl.o)
bgfx::gl::IndexBufferGL::destroy() in libbgfx.a(renderer_gl.o)