I'm pretty sure Stuart (the owner and main developer of iSGL3D) will
publish an official statement regarding the future of iSGL3D soon.
Regarding your problems:
the best and easiest solution for you would be to compile iSGL3D as a
static library or as a iOS framework. This way you may use new features
like ARC and the integration of iSGL3D into your project shouldn't be a
problem. Afaik thumb support needs to be disabled for iSGL3D otherwise
the math functions won't work properly on the devices. All math
functions are compatible with the iPhone 3G btw, the preprocessor
statements ensure that the correct features are being used. I.e. VFP for
older devices, NEON instructions for iPhone 3GS+newer and standard X86
instructions for the simulator.
I started to refactor the whole math implementation a while ago to make
it compatible with the new GLKit but unfortunately I never found the
time to complete the changes.
Even though you plan to use another framework I hope I was able help you
or other iSGL3D users and shed some light on this.
Cheers,
Holger
> Seems to be an almost dead site. Not being able to progress with
> isgl3d I have spent 2 days with Cocos3D. It's quite easy to install (a
> couple of scripts need to be run) and the template it adds to XCode
> creates a working hello world 3D app. The forum is well supported and
> there seem to be plenty of demos to get started. Hopefully isgl3D will
> get better support but for now I have no choice but to continue with
> Cocos3D as it works& has lots of resources.
>
> On Nov 7, 9:36 am, SundialSoft<i...@sundialsoft.co.uk> wrote:
>> On investigation I found that this is to do with the Thumb
>> instructions in the Neon maths library. Cutting a long story short in
>> the source of the Neon maths there's a line // Note in Xcode, right
>> click file, Get Info->Build, Other compiler flags = "-marm"
>> As far as I can tell on Xcode 4.2 this is entered as follows: select
>> your project in the Project Navigator, select the relevant target,
>> then select the Build Phases tab. Expand the Compile Sources phase and
>> you can add a source file& a Compiler Flags column lets you set each
>> file�s flags for that target. However entering -MARM against the Neon
>>> As I really only want to develop using the latest compiler& automatic
>>> reference counting in my own code I need to know how to take this
>>> forward. Also if the author/s of isgl3d read this I would like to know
>>> your position re: future support for the new compiler. Having written
>>> one app using 4.2& ARC I find it very much easier to use& much
>>> quicker to develop with.
>>> ps: I currently have 2 apps on the app store& plan to convert my
>>> windows mobile space trading game to OSX starting in the new year. The
>>> next several weeks will determine which 3D setup I will use as I try
>>> out what's available. I am a full time indi dev so my game will be
>>> completed& published. I am happy with the concept of donating to
>>> assist the progress of the project& would, once skilled in the tool,
>>> be likely to produce some useful demos.
>>> pps: Hello to everyone on here. isgl3d looks pretty smart& ticks all
>>> the boxes for me so I hope it works out.
>>> Ian
>>> SundialSoft
--
Holger Wiedemann
holger.w...@wirsind.info
Tel.: +49 721 9119988
Fax: +49 721 9119989
Mobil: +49 176 48866080
@Stuart: Thanks for providing this framework!
Rudi
Rudi
So it currently depends on how you integrate isgl3d in your project. If
you compile it inside your project then you have to disable ARC for all
isgl3d source files (ARC can be disabled per source file via compiler
options).
The easiest way would be if you put isgl3d into a separate static
library project and compile it without ARC. You then may use ARC / LLVM
in your project using the static library without any problem.
Cheers,
Holger
But for this case I need to take a closer look at this and why the
compiler outputs this warning. For the time being you can ignore the
warning but it's sth that definitely should be fixed in the future.