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GL issues on macOS 11.7.2 #65
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Happy to open a PR unless you prefer some other solution (or none). |
ty brooo i was looking how to make it works on macOS <3 maybe u know what are shortcuts to save file and go to the file manager ? |
Same thing here on macOS 13.1 |
@mattthhh Lines 181 to 350 in 759c476
|
dlangui also solved the |
Ah, the YOLO flag is not longer needed after the instancing check was removed from main.c |
So it works for you? How exactly did you do it???? I can't seem to decipher what "I edited each of the shader files to stop using gl_color and instead use out vec4 color" means and how to implement the solution. Please help me because this looks like a really cool editor and I would like to use it. |
@ShazamHax see e.g. master...fabjan:ded:big-sur-workarounds |
Caveats
I don't write many graphical programs. Perhaps macOS is always a pain and you don't want to support it. Given that
build.sh
contains auname
check for "Darwin" though, I'm giving it a shot.Problem
I installed the following versions of the dependencies (latest in Homebrew):
The build went fine without warnings or errors.
Running the first build:
I added a
YOLO
environment variable to skip returning 1 for all those "game may not work properly" checks, to press on and see where I got.Is the program written for a different GL version than what macOS 11.7.2 provides perhaps?
I edited each of the
shaders/simple_*.frag
programs to stop usinggl_FragColor
and instead declareout vec4 fragColor;
and use that.Solved?
It looks like everything is working for now, with two changes:
The text was updated successfully, but these errors were encountered: