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Building for Mac OS doesn't work #45
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There are still some issues with the macOS build for sure. I need to look into it because the scripts haven't been fully working for quite a while so I have no idea if manual compiling works anymore. I wonder if it would work to just specify |
it seems like clang++ produces a lot of errors, too. |
It seems like |
I'll have to look at it deeper after my exams are done. I am a lot more experienced with C++ now than I was when I wrote the script so I realise that I did quite a few things incorrectly which is properly part of the source of the problems. |
Now i seem to be getting segfaults when I open the app. |
Oh, I use radeon, and I'm getting compute Shader compilation errors. Maybe that's the reason. |
Depends how old/what your Radeon GPU is; I use a Radeon RX 590 in Marble Marcher, so it does work on AMD GPUs that are new enough. (see the troubleshooting section) |
In 1.4.4, this works:
change line 125 ^^ mainly due to the fact that stdc++fs is included in macos standard library already |
There is probably some way to check if it is macOS specifically and only remove it in that case |
It seems to be a OpenGL version issue, as mac's latest version of OpenGL doesn't support compute shaders. I'll try to find a alternative. |
Currently, I'm trying MoltenGL, but I'm getting a few errors. |
After removing |
Building for Mac OS doesn't seem to work. On running the linker (the cause of the error), it gives me a error as follows:
The text was updated successfully, but these errors were encountered: