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Thread: How do I setup OpenGL for an OSX build?


This question is answered. Helpful answers available: 2. Correct answers available: 1.


Permlink Replies: 2 - Last Post: Feb 18, 2016 12:40 PM Last Post By: Sean Farley
Sean Farley

Posts: 9
Registered: 8/10/09
How do I setup OpenGL for an OSX build?  
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  Posted: Jan 6, 2016 12:00 PM
I'm using RAD Studio 10 Seattle.

I'm trying to build an OpenGL project that will work in 32-bit Windows and OSX. I got the Windows side running, so far so good. When I switched to OSX, it of course couldn't find gl.h, so I created a gl folder and put it in the include/osx/crtl side.

So now it finds gl.h, but immediately complains about WINGDIAPI and APIENTRY. I can #define these, but then glu.h causes trouble.

I think I'm probably going about this the wrong way.
Sean Farley

Posts: 9
Registered: 8/10/09
Re: How do I setup OpenGL for an OSX build?  
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  Posted: Jan 18, 2016 1:21 PM   in response to: Sean Farley in response to: Sean Farley
I've made some progress on this.

In Tools->Options there is an SDK Manager. I can use this to add the OpenGL framework. The files are pulled off of the remote Mac and added to the local development machine. These seem to be the correct opengl headers and libaries for OSX development. At least I'm not getting compiler or linker errors anymore. Now I just crash as soon as my code tries to execute an OpenGL command. Still, progress!

Edit to add a link to SDK Manager info:
http://docwiki.embarcadero.com/RADStudio/Seattle/en/SDK_Manager

Edited by: Sean Farley on Jan 18, 2016 1:27 PM

Sean Farley

Posts: 9
Registered: 8/10/09
Re: How do I setup OpenGL for an OSX build?  
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  Posted: Feb 18, 2016 12:40 PM   in response to: Sean Farley in response to: Sean Farley
OK, the SDK Manager seems to have been the way to go, so I'm going to mark this as answered. The OpenGL crashes had to do with setting up the pixel format and context.
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