i didn’t have problems with direct, after solving the Cg issue. i will have a patch and instructions available later today to compile panda3d from cvs on OS X. i also added a change in the dtool Config templates to allow correct compilation of executables (pview), because needed frameworks (Cg triggered the problem for me) weren’t included as needed.
i want to forward the patch/instructions how_to.txt to david, hopeing that he’ll be able to test, confirm and incorporate these changes into CVS.
i’m now fighting my way through pandatools, CVS has a couple of link problems, which i had solved previously for my OS X panda3d package. i’ll try to provide a more general patch for this too.
By the way kaweh, if you are going to create a new osx installer for panda3d it would be great if you could include the networking as well. The only reason a compiled a version myself was because i missed that in your installer.
I have now successfully compiled panda & direct however there are still a lot of compile errors i have to fix manually. i put together a script with all fixed compile commands, it adds a “-framework Cg” to all changed lines.
thanks for that. i have a patch, that will correct the approriate Sources.pp. i"ll create one and release it hoepfully on monday (wanted to do so on friday, but didn’t get around to finish that).
Panda runs great on a Mac. In fact, I’ve been doing more and more of my primary development on the Panda3D code itself on my iMac, since it’s the fastest computer on my desktop right now. Then I commit it and see if it still runs on Windows.
That’s great news. Is there a place I can go to see instructions on how to set up? (up to date version of knuddl.net/moin.cgi/InstallPanda3d).
I’ve not done any C before but a fair bit of Java and php etc… (My degree is Multimedia, rather than Computer Science). I’m learning Python right now. Am I going to struggle to get going with this?
I have the rest of the summer to prepare and do as much work as I can before I ‘officially’ start the project.
I can get Panda3D to build on Mac OS X, but genPyCode fails.
genPyCode
Fatal Python error: Interpreter not initialized (version mismatch?)
/usr/local/panda/bin/genPyCode: line 4: 18786 Abort trap python -u '/usr/local/panda/bin/genPyCode.py' "$@"
The only oddity in my build is that I’m using Python 2.4.4 from MacPorts, instead of the pre-built package from pythonmac.org. Does anyone know how to get panda working with Python from MacPorts?
Well I got genPyCode to work. I did change a lot of stuff before getting it to work, but the change that seemed to fix it was in Config.pp. Mine now looks like this:
Great. looks like you found the magic. Python is very pedantic (rightfully so) about versions of compiles and the running python version. So the key is to absolutely make sure the first python in your path is the python you built agents. genPycode is just a python program So the framework path is the key.
I followed the directions linked above (on edalytical.com), and got Panda compiling with no problem. If I do the trivial:
import direct.directbase.DirectStart
run()
then it works fine; I get the gray window, no problem. Once I try to do anything before my run() call, though, the game hangs and I have to manually kill the process. I was trying the first step in the tutorial just to see if base functionality was there:
import direct.directbase.DirectStart
#Load the first environment model
environ = loader.loadModel("/Users/sjml/ext/panda3d/models/environment.egg")
environ.reparentTo(render)
environ.setScale(0.25,0.25,0.25)
environ.setPos(-8,42,0)
#Run the tutorial
run()
(Had to use a full path instead of a relative one, but I can’t imagine that’s the problem.)
If I put an output statement just before the run(), it gets printed, so I know it isn’t actually getting hung up until it tries to start the main loop.
Any thoughts? Is there a good way to find out where it’s getting stuck?