Ticket #1075 (closed task: fixed)
Mac OS Lion: building with libSDL from MacPorts disable fullscreen
| Reported by: | pbernery | Owned by: | |
|---|---|---|---|
| Priority: | Should Have | Milestone: | Alpha 9 |
| Component: | Build & Packages | Keywords: | |
| Cc: |
Description
The wiki page for build process says to use the libSDL from MacPorts? as it the easiest way to install. However, the current version (1.2.14) has a bug on Lion: it can't create fullscreen OpenGL screen (see bug report here).
The bug is fixed in 1.2 development version. We should may be update the install Wiki page.
Change History
comment:2 in reply to: ↑ description Changed 5 months ago by historic_bruno
- Component changed from Non-game systems to Build system
Replying to pbernery:
Thanks for creating a ticket about this :) There was a mini-dicussion on the forums about this. I'm warming to the idea of a single script to download, build, and install all necessary OS X dependencies, and it could likewise apply patches specific to OS X before building. Then we'd copy the resulting libraries over to a working app bundle for distribution. (For reference, this is the Lion fullscreen fix.)
Once we have a system like that established, we could remove the MacPorts? requirement entirely, which would simplify the OS X build process and be a step toward a full functioning app bundle.
comment:3 follow-up: ↓ 4 Changed 5 months ago by infyquest
you need to download daily snapshots of the source. sometimes projects like sdl dont have latest snapshots. hence i am against it and other reasons like some patches which are not in the main tree of original libraries might be needed, etc. I vote -1 for that proposal
comment:4 in reply to: ↑ 3 ; follow-up: ↓ 5 Changed 5 months ago by pbernery
Replying to historic_bruno:
There was a mini-dicussion on the forums about this.
Thanks for pointing me out this discussion.
Replying to infyquest:
you need to download daily snapshots of the source. sometimes projects like sdl dont have latest snapshots. hence i am against it and other reasons like some patches which are not in the main tree of original libraries might be needed, etc. I vote -1 for that proposal
What do you think about having the right version of dependencies in the source package of 0 A.D.? This will ensure that 0 A.D. is running with the same version of libraries on all platforms and also limit ticket creation about bad version of installed libraries.
comment:5 in reply to: ↑ 4 Changed 5 months ago by Philip
Replying to infyquest:
sometimes projects like sdl dont have latest snapshots.
We can use an arbitrary Hg revision, or use the 1.2.14 release and have the build scripts apply the necessary patches, so that's not a problem. (That's effectively what we do for SpiderMonkey already.)
comment:6 Changed 5 months ago by Juicyfruit
When using any version of the 1.2 branch later then 16 sept 2011 (after: http://lists.libsdl.org/pipermail/commits-libsdl.org/2011-September/004560.html) Fixes the issue for me.
I think a solution would be to make a set of approved binary objects and headers to build with. This is what blender does. For a project like this building all the dependencies is a lot of work.
comment:7 Changed 5 months ago by historic_bruno
- Milestone changed from Backlog to Alpha 9
Looks like an SDL 1.2.15 release is planned, which should fix this and other problems. Not sure when exactly it will be released or how long it will take to propagate to MacPorts/Homebrew. I don't think it will solve #741.

we should move the libsdl devlopment sources into 0ad sources like spidermonkey and build it.
I have some scripts to build it, from the 0ad source.