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Incomplete instructions and build issues #7
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@Simran-B, I have used the commands below to successfully compile
You should then have a new folder |
It's possible that the C++20 issues are fixed in VS2022, I only have VS2019 installed at the moment and therefore only tried this version. Not sure about the touch command, it does appear to be available in Git Bash, but I definitely got an error saying that it is not available when it got called from the script. Maybe it's one of these odd shell script errors that are caused by Windows line endings (Git I did manage to compile Rive on Windows with my workarounds already but thanks for sharing what works for you! |
for the convenience of anyone potentially came into the same issue when trying to build river-renderer on Mac, I managed to solve this issue by installing XCode and then ran this command the shell:
It makes sure that the two variables get the value properly in the lua script:
|
Trying to compile following the README.md, I can into the following problems:
git clone
command shows the use of the SSH protocol. This results in a[email protected]: permission denied (publickey)
error for me. Usinggit clone https://github.com/rive-app/rive-renderer
works.git clone --resurve-submodules https://...
fails with the same error. Changing.gitmodules
tourl = https://github.com/rive-app/rive-cpp.git
and then runninggit submodule update --init --recursive
helped.PATH
to avoid./make_glfw.sh: line 24: cmake: command not found
rive-renderer
folder, though.... premake5 gmake2 ...
command fails withError: ...renderer/submodules/rive-cpp/build/rive_build_config.lua:323: attempts to concatenate a nil value (global 'iphoneos_sysroot')
. I'm not familiar enough with Lua/premake but it seems strange that the code where the concatenation happens is executed despitefilter({ 'system:ios', ... })
. I worked around the problem by addingor ''
inbuild/rive_build_config.lua
where the sysroot variables are set.path_fiddle
is in therive_renderer
folder, not inout/release
.metal
utility is required, which means you need a full Xcode installation, not only the Command Line Tools for Xcode. I can't install Xcode on the device in question and I'm not even sure if the latest available Xcode for the outdated platform includes themetal
utility so I cannot check for more issues with the compilation.The system I tried the above on was a MacBook Air from 2014 running Catalina, Intel CPU. This may not be a representative device but I think all of the above papercuts equally apply to newer devices and OS versions.
On Windows, the first two bullet points apply as well. Other issues I encountered:
make make_glfw.sh
, you can use Git Bash. But it doesn't have thetouch
command which is used inrenderer/shaders/Makefile
. I substituted@touch $(MINIFY_STAMP)
withecho "" > $(MINIFY_STAMP)
.$Env:PREMAKE_PATH="C:/<some-path>/submodules/rive-cpp/build"
in PowerShell. The generator needs to be set according to the installed Visual Studio version, e.g.premake5 vs2019 --toolset msc ...
instead ofpremake gmake2 ...
.path_fiddle
target that I worked around by setting the C++ standard to C++20 and disabling to treat warnings as errors (/WX-
) in Visual Studio for therive.sln
. Usingvcvars64.bat
, everything compiled successfully withmsbuild .\rive.sln
and thepath_fiddle.exe
works.I'd appreciate it if you could share the commands you use to compile for Windows. Do you use MinGW?
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