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HordeSceneEditor on MacOS X
http://www.horde3d.org/forums/viewtopic.php?f=6&t=304
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Author:  Volker [ 16.04.2008, 15:53 ]
Post subject:  HordeSceneEditor on MacOS X [

I don't think that I will move towards a public repository in the next months. Maybe I will move the Editor to SourceForge some day, too. But not in the near future.

Author:  swiftcoder [ 16.04.2008, 18:50 ]
Post subject:  Re: HordeSceneEditor on MacOS X

Hmm... the scene editor seems to take slightly different material files than the engine itself. This is the engine syntax:
Code:
<Material>
   <Shader source="terrain.shader.xml"/>
</Material>

and this is the editor syntax:
Code:
<Material>
    <Shader name="terrain.shader.xml" />
</Material>

Do you think this is a version mismatch?

Author:  Vurlix [ 16.04.2008, 19:36 ]
Post subject:  Re: HordeSceneEditor on MacOS X

Good catch. I might not be using the right horde version to match up with the editor. I'll look into this.

Author:  Volker [ 16.04.2008, 19:51 ]
Post subject:  Re: HordeSceneEditor on MacOS X

Yes that is a version mismatch. The editor is currently using Horde 0.15 with the material attribute "name" the Version 1.0.0 Beta uses "source"

Author:  Vurlix [ 17.04.2008, 00:47 ]
Post subject:  Re: HordeSceneEditor on MacOS X

New package with 0.15.0 engine, for consistency.
build 20080416

Author:  Volker [ 19.04.2008, 16:48 ]
Post subject:  Re: HordeSceneEditor on MacOS X

Were there any problems with the Qt Header includes or why did you change it?

Author:  Vurlix [ 19.04.2008, 19:23 ]
Post subject:  Re: HordeSceneEditor on MacOS X

On macosx, there are two different possible Qt setups.

1) Unix style, shared library .so files with all headers inside the Qt include folder. This is what I was using at first, but it requires users to install macports and then Qt via macports (not practical).

2) the binary distribution of Qt is split into separate frameworks (similar to shared libraries, but the header files are also separated by framework). HordeSceneEditor uses QtCore, QtGui, QtXml and QtOpenGL, thus the headers are divided among those and the include paths must reflect this.

Author:  swiftcoder [ 19.04.2008, 23:46 ]
Post subject:  Re: HordeSceneEditor on MacOS X

Vurlix wrote:
2) the binary distribution of Qt is split into separate frameworks (similar to shared libraries, but the header files are also separated by framework). HordeSceneEditor uses QtCore, QtGui, QtXml and QtOpenGL, thus the headers are divided among those and the include paths must reflect this.

I believe (but ICBW), that this is the include style recommended by trolltech for portability, anyway.

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