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Compiling a C/C++ application against OpenGL and Xm in OSX

开发者 https://www.devze.com 2022-12-21 20:58 出处:网络
I am rather new to Mac OSX. I am trying to get an old code compiled in OSX Leopard, which uses OpenGL and XM. The headers are like:

I am rather new to Mac OSX. I am trying to get an old code compiled in OSX Leopard, which uses OpenGL and XM. The headers are like:

#include <malloc.h>      
#include <X11/Intrinsic.h>
#include <X11/StringDefs.h>
#include <X11/keysym.h>
#include <Xm/MainW.h>
#include <Xm/RowColumn.h>
#include <Xm/PushB.h>
#include <Xm/PushBG.h>
#include <Xm/CascadeB.h>
#include <Xm/CascadeBG.h>
#include <Xm/Form.h>
#include <Xm/Frame.h>
#include <GL/GLwMDrawA.h>
#include <GL/gl.h>
#include <GL/glx.h>
#include <Xm/Label.h>
#include <Xm/LabelG.h>
#include <Xm/PanedW.h>
#include <Xm/Text.h>
#include <Xm/List.h>
#include <Xm/SeparatoG.h>
#include <X11/Xlib.h>   
#include <Xm/TextF.h>

I wonder if开发者_开发问答 you think I will get problems trying to compile it on OSX. If not, should I use the last libraries or older versions? The fact is that I just got the source code, not documentation. Where would you exactly get these libraries from?

Thanks


First, on OSX, to include OpenGL headers, you need to include:

#include <OpenGL/gl.h>

and not:

#include <GL/gl.h>

Then, you need to specify OpenGL in the list of frameworks you will use. As for Xm, I don't use it, but as long as the framework is called Xm, then you're good.


The Xm stands for the X/Motif libraries. Have a look here for a Mac OS X version.

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