• Advertisement


This topic is now archived and is closed to further replies.

OpenGL OpenGL and Mac OS X (Carbon\Xcode) crashing

This topic is 5000 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''m a veteran DirectX\Win32 programmer but very much a n00b with Macs and OpenGL, period. But recently I dove into this strange new world and compiled a rotating texture mapped cube demo. It runs fine when I Build\Run but when I run it by itself (click on the executable outside the compiler) it crashes. Can anybody explain what I''m not doing?

Share this post

Link to post
Share on other sites
Realized I didn''t give any specifics. I''m loading a TGA file externally, meaning it''s not encoded into the program. And I''m using the NeHe Lesson 6, MacOS version that I''ve converted for Carbon.

Share this post

Link to post
Share on other sites
Sounds like your working directory is different whether you start it from the IDE or by hand.
You could try to use an absolute path to load the texture to test this.


EDIT: I should think before writing

[edited by - jeickmann on June 11, 2004 2:23:18 PM]

Share this post

Link to post
Share on other sites
If your tga is included in the bundle then there is a cocoa function getPathforResource in the NSBundle class that would give u the correct path for the resource.


Share this post

Link to post
Share on other sites
Guest Anonymous Poster
Unfortunately the FAQ at idevgames.com which would answer this is down, but you could try createmacgames.org for a more exhaustive answer...

The simplest response is that you need to use either the Carbon or the Cocoa API calls to set the current working directory to the parent of the app (or the "Resources" folder of the .app bundle)

Running from Project Builder/XCode, the current working directory is automatically set to the "build" directory of the project.

The default working directory is "/"; I''ve no idea why...

This is from memory, but it should perfrom the directory switch under Carbon (a lot longer than the Cocoa variant, which is two lines...):

CFURLRef resourceURL = CFBundleCopyResourcesDirectoryURL( CFBundleGetMainBundleURL());
char resourcePath[ 4096 ];
CFURLGetFileSystemRepresentation( resourceURL, TRUE, resourcePath, 4096 );
chdir( resourcePath );
CFRelease( resourceURL );

Share this post

Link to post
Share on other sites
I have noticed this myself when using xcode. Directories can get screwed up on the project sometimes. When I create a project on my desktop, then later move it to a source folder in another directory, it won''t run, and sometimes won''t even compile. If you know how, try compiling it from the terminal manually, that usually works. Otherwise try fiddling with settings in xcode to make the build different, that can effect the problem you are having.

Life would be so much easier if we could just get the source code.

Share this post

Link to post
Share on other sites
Thanks a lot guys! Always assumed the working directory would the same as the folder the executable is in (like Windows is). I''ll try to work from that angle...

Does anybody have a good recommendation for a book for MacOS? Carbon, specificially? All I have found is ''Carbon Programming'', which is kind of vanilla and too choppy for my reading.

Share this post

Link to post
Share on other sites
Hi, I have coded on the Mac quite a bit. The path issue is simple use this format "../dir/dir/filename" You have to remember you are using a Unix file system. Windows hides this I think from you. Also if you are moving from windows to OSX you will have to byte swap all your data that is not char(byte) so int, short, ect... all need to be byte swapped. So .tga files will need to have the width, height short swapped. Just to let you know heads up..

Share this post

Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By LifeArtist
      Good Evening,
      I want to make a 2D game which involves displaying some debug information. Especially for collision, enemy sights and so on ...
      First of I was thinking about all those shapes which I need will need for debugging purposes: circles, rectangles, lines, polygons.
      I am really stucked right now because of the fundamental question:
      Where do I store my vertices positions for each line (object)? Currently I am not using a model matrix because I am using orthographic projection and set the final position within the VBO. That means that if I add a new line I would have to expand the "points" array and re-upload (recall glBufferData) it every time. The other method would be to use a model matrix and a fixed vbo for a line but it would be also messy to exactly create a line from (0,0) to (100,20) calculating the rotation and scale to make it fit.
      If I proceed with option 1 "updating the array each frame" I was thinking of having 4 draw calls every frame for the lines vao, polygons vao and so on. 
      In addition to that I am planning to use some sort of ECS based architecture. So the other question would be:
      Should I treat those debug objects as entities/components?
      For me it would make sense to treat them as entities but that's creates a new issue with the previous array approach because it would have for example a transform and render component. A special render component for debug objects (no texture etc) ... For me the transform component is also just a matrix but how would I then define a line?
      Treating them as components would'nt be a good idea in my eyes because then I would always need an entity. Well entity is just an id !? So maybe its a component?
    • By QQemka
      Hello. I am coding a small thingy in my spare time. All i want to achieve is to load a heightmap (as the lowest possible walking terrain), some static meshes (elements of the environment) and a dynamic character (meaning i can move, collide with heightmap/static meshes and hold a varying item in a hand ). Got a bunch of questions, or rather problems i can't find solution to myself. Nearly all are deal with graphics/gpu, not the coding part. My c++ is on high enough level.
      Let's go:
      Heightmap - i obviously want it to be textured, size is hardcoded to 256x256 squares. I can't have one huge texture stretched over entire terrain cause every pixel would be enormous. Thats why i decided to use 2 specified textures. First will be a tileset consisting of 16 square tiles (u v range from 0 to 0.25 for first tile and so on) and second a 256x256 buffer with 0-15 value representing index of the tile from tileset for every heigtmap square. Problem is, how do i blend the edges nicely and make some computationally cheap changes so its not obvious there are only 16 tiles? Is it possible to generate such terrain with some existing program?
      Collisions - i want to use bounding sphere and aabb. But should i store them for a model or entity instance? Meaning i have 20 same trees spawned using the same tree model, but every entity got its own transformation (position, scale etc). Storing collision component per instance grats faster access + is precalculated and transformed (takes additional memory, but who cares?), so i stick with this, right? What should i do if object is dynamically rotated? The aabb is no longer aligned and calculating per vertex min/max everytime object rotates/scales is pretty expensive, right?
      Drawing aabb - problem similar to above (storing aabb data per instance or model). This time in my opinion per model is enough since every instance also does not have own vertex buffer but uses the shared one (so 20 trees share reference to one tree model). So rendering aabb is about taking the model's aabb, transforming with instance matrix and voila. What about aabb vertex buffer (this is more of a cosmetic question, just curious, bumped onto it in time of writing this). Is it better to make it as 8 points and index buffer (12 lines), or only 2 vertices with min/max x/y/z and having the shaders dynamically generate 6 other vertices and draw the box? Or maybe there should be just ONE 1x1x1 cube box template moved/scaled per entity?
      What if one model got a diffuse texture and a normal map, and other has only diffuse? Should i pass some bool flag to shader with that info, or just assume that my game supports only diffuse maps without fancy stuff?
      There were several more but i forgot/solved them at time of writing
      Thanks in advance
    • By RenanRR
      Hi All,
      I'm reading the tutorials from learnOpengl site (nice site) and I'm having a question on the camera (https://learnopengl.com/Getting-started/Camera).
      I always saw the camera being manipulated with the lookat, but in tutorial I saw the camera being changed through the MVP arrays, which do not seem to be camera, but rather the scene that changes:
      Vertex Shader:
      #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } then, the matrix manipulated:
      ..... glm::mat4 projection = glm::perspective(glm::radians(fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); ourShader.setMat4("projection", projection); .... glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); ourShader.setMat4("view", view); .... model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f)); ourShader.setMat4("model", model);  
      So, some doubts:
      - Why use it like that?
      - Is it okay to manipulate the camera that way?
      -in this way, are not the vertex's positions that changes instead of the camera?
      - I need to pass MVP to all shaders of object in my scenes ?
      What it seems, is that the camera stands still and the scenery that changes...
      it's right?
      Thank you
    • By dpadam450
      Sampling a floating point texture where the alpha channel holds 4-bytes of packed data into the float. I don't know how to cast the raw memory to treat it as an integer so I can perform bit-shifting operations.

      int rgbValue = int(textureSample.w);//4 bytes of data packed as color
      // algorithm might not be correct and endianness might need switching.
      vec3 extractedData = vec3(  rgbValue & 0xFF000000,  (rgbValue << 8) & 0xFF000000, (rgbValue << 16) & 0xFF000000);
      extractedData /= 255.0f;
    • By Devashish Khandelwal
      While writing a simple renderer using OpenGL, I faced an issue with the glGetUniformLocation function. For some reason, the location is coming to be -1.
      Anyone has any idea .. what should I do?
  • Advertisement