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#1
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Compiling Blender on OS X
I hope someone here might have some experience compiling blender and could maybe help me out.
I'm trying to follow the instructions HERE to compile blender for OS X 10.6, but I keep getting an error when installing fftw3. Here's what I get: Code:
$ sudo port install fftw-3 +universal ---> Computing dependencies for fftw-3 ---> Fetching fftw-3 ---> Verifying checksum(s) for fftw-3 ---> Extracting fftw-3 ---> Configuring fftw-3 ---> Configuring fftw-3 for architecture x86_64 Error: Target org.macports.configure returned: configure failure: shell command " cd "/opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_math_fftw-3/work/fftw-3.2.2-x86_64" && ./configure --prefix=/opt/local --disable-dependency-tracking --enable-threads --disable-fortran --enable-shared --disable-dependency-tracking --enable-sse2 " returned error 1 Command output: checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for a thread-safe mkdir -p... ./install-sh -c -d checking for gawk... no checking for mawk... no checking for nawk... no checking for awk... awk checking whether make sets $(MAKE)... yes checking whether to enable maintainer-specific portions of Makefiles... no checking build system type... i386-apple-darwin10.0.0 checking host system type... i386-apple-darwin10.0.0 checking for gcc... /usr/bin/gcc-4.2 checking for C compiler default output file name... a.out checking whether the C compiler works... configure: error: in `/opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_release_ports_math_fftw-3/work/fftw-3.2.2-x86_64': configure: error: cannot run C compiled programs. If you meant to cross compile, use `--host'. See `config.log' for more details. Error: Status 1 encountered during processing. I've tried googling the error and have tried different things trying to remedy the situation, but I cannot. I also notice that on some lines, it's referencing "x86_64" and I'm wondering if for some reason it's trying to load a 64-bit version rather than a 32-bit version. Also, if I use: Code:
sudo port install fftw-3 Code:
sudo port install fftw-3 +universal Any help is very much appreciated. Thanks. |
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#2
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It has been a while since I compiled Blender on the Mac (PowerPC G5).
It's definitely trying to build for a 64-bit system, but the configure script probably checked your system to determine the processor type. Are you positive you have a 32-bit system? Does Apple even sell 32-bit Core Duo systems? By the way, the last time I built Blender on the Mac, I had to use some of the pre-built libraries that came with the package (like OpenAL). Trying to build a few of those dependencies from source was a dead-end for me, which is why they were included as binaries. This may have changed in more recent versions of Blender, or for the Intel Macs. ETA: Could you post the errors you get when compiling without the universal flag?
__________________
"I don't WANT to pet the chicken." Last edited by pellea72; 11-05-2009 at 12:00 AM. |
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#3
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Yeah, I'm sure it's a 32-bit Core Duo... it was the first of the Intel line.
![]() Anyways, I think I kinda found out that all my work was for nothing... i ended up downloading the source from FFTW's website and ran configure, and make... which took a good 20 min... come to find that FFTW's lib files ARE included with blender's source (although the wiki page above says they're not). So, actually, I can skip this whole step. ![]() (I forgot to post my updates on to this thread) |
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#4
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Core 2 Duos are all 64 bit processors.
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#5
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It looks like the original Intel Macs shipped with the 32-bit Core Duos.
http://www.everymac.com/systems/appl....83_17_ig.html http://ark.intel.com/Product.aspx?id=27235
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"I don't WANT to pet the chicken." |
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#6
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Yeah, it's a Core Duo, not Core TWO Duo.
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#7
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So, how did the build go?
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"I don't WANT to pet the chicken." |
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#8
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Well, I still haven't gotten it going... I used Scons and it looked liked it compiled okay, but I couldn't find the binaries anywhere... so I tried another approach... I tried using CMake, but I'm still having issues.
I'm just about ready to give up.
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#9
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I bet it built fine, but you'll have to look through the directory structure around the source code to find where they put it. You could also peek into some of the scons files to see where it put the final bundle. I'm assuming it created a Mac OS X .app bundle, which, by the way, will look like a directory from the command line.
I wish I could be more helpful, but it has been a while since I built Blender from source.
__________________
"I don't WANT to pet the chicken." |
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#10
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Well now get this... I've since deleted the source that I checked out, RE-downloaded it, then tried to build with Scons again, and now I'm getting an error that it's missing some OpenAL files and now I can't build it.
Ughh! I'm gonna keep trying cuz I really wanna see if I can get it going... but it does feel like a total waste of time.
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