FileName R10 MacIntel - MacPPC



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/11/2006 at 10:09, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   R10 
    Platform:   Windows  ; Mac  ;  Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Hi all,

    i noticed that the new R10 manage Mac file with "/" instead ":" so the pathname are different.

    /usr/etc/etc <-- on MacIntel
    instead
    :usr:etc:etc.. <-- on MacPPC

    how i can detect if i'm running on PPC or Intel?

    Cheers
    Renato



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/11/2006 at 12:45, xxxxxxxx wrote:

    This is the same for all MacOS C4D R10 - it is only Universal Binary and therefore conforms to the XCode/MacOSX filepath spec which uses '/' instead ':'. If you're targeting Mac C4D R10, use '/' in ALL cases. I'm developing on a PPC Mac and the SDK returns and expects '/' separators.

    See my thread:

    R10, UB, XCode and Filepaths

    The MacOS Classic HSF separator ':' is no longer used in R10.

    Take care



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/11/2006 at 13:39, xxxxxxxx wrote:

    Hi Robert,

    I've tested on my mac intel mini that is working with "/" but some of my customers report that work on mac intel and not in the PPC release.. so i thought about this problem.

    i'll investigate :)

    cheers
    Renato



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/11/2006 at 13:44, xxxxxxxx wrote:

    One thing to keep in mind is that the previous UB SDKs (for R9.52 and R9.6) still use the HSF ':' separator. It was only when I moved my code to the R10 SDK that these failed left and right. Changing to '/' and prepending full paths with "/Volumes/" did the trick.

    Let me know what you find.

    Take care,



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/11/2006 at 13:46, xxxxxxxx wrote:

    So.. i must check the C4D release then use "/" or ":" :)

    Thanks
    Renato



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/11/2006 at 14:01, xxxxxxxx wrote:

    Well. I'm making a specific version for R10 (as the animation and other things have changed), so a preprocessor directive gets me the new code. If you are compiling with the R10 api lib, users can only run the plugin in R10 so a check shouldn't be needed. :)



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/11/2006 at 14:06, xxxxxxxx wrote:

    ok :)

    Cheers
    Renato



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/11/2006 at 11:03, xxxxxxxx wrote:

    Hi Robert,

    i don't know why my mini mac (intel) is loading fine all my plugins on the R10.. but the users with PPC don't load it.
    Have you an idea?

    Cheers
    Renato



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/11/2006 at 11:28, xxxxxxxx wrote:

    When you say that it doesn't load - do you mean the plugin is not being registered or that the license is not found (which is what I infer from the CGTalk thread)?

    If the latter, what kind of path are you using to get to the file? By this I mean: is it a relative or full path?   Usually, I use full paths:

    Filename prefs = GeGetPluginPath() + Filename("default.prf");

    It may be that if you are using relative paths, they need to be restructured for the new file path system, but I'm not sure what that would involve if so. And not sure why it would work on the Intel Macs but not on the PPC Macs even though the plugin is UB on both in this case.

    One idea is to do some GePrint()s to the Console of where and what you suspect is causing the problem. Compile and send the modified plugin to users having the difficulty. This gives you sort of a distributed form of 'debug'. Whenever one of my users encounters a problem that I can't replicate, best to provide them with the code that you would use to test - but since they can't run a debugger, it has to be a more crude approach.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/11/2006 at 18:27, xxxxxxxx wrote:

    Hi Robert,

    the problem is on the PPC Mac R10.
    I just make some test with my friend..

    Really i don't know why.. the problem is that i can't compile on PPC directly
    I thought also that Xcode don't make Intel+PPC code... I'm just trying to see where this xcode setting.. :)

    Cheers
    Renato



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/11/2006 at 20:16, xxxxxxxx wrote:

    The Cinema 4D SDK .xcodeproj project makes Intel+PPC Universal Binary - both libs are put together into the resulting .dylib. There is no 'PPC' MacOS classic version R10 - it is MacOSX PPC+Intel UB.

    You shouldn't need to compile on a PPC or an Intel. Either should suffice - I just switched from a PPC Mac to an Intel Mac and the results are the same.

    To get to the target configuration settings in Xcode, flip open Targets, right click on one of them, and select "Get Info". This opens the Configuration settings - the interesting stuff is under "Build". Under there in "Architectures" it should say "ppc i386" to denote PPC+Intel mixed UB. Mach-O Type must be "Dynamic Library" (no longer 'static lib').

    It is important to note that you must be careful with the configuration settings - they don't always stick. I usually double check the settings against the cinema4Dsdk project close the Info window and quit Xcode. Then restart and recheck to verify that they did stick.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 17/11/2006 at 00:56, xxxxxxxx wrote:

    also make sure to read the migration to XCode in the docs and use latest XCode version (2.4). I had some strange problems with older versions.

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 17/11/2006 at 01:27, xxxxxxxx wrote:

    Hi all,

    Seem that with Xcode 2.3 is working.. just i need to wait for a friend that will test on PPC R10 UB.

    Thanks all
    Renato T.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 17/11/2006 at 08:31, xxxxxxxx wrote:

    That's odd, Matthias. No problems as of yet and I'm still on 2.2.1. :) What kind of strange behavior did you encounter?

    Best of luck, Renato!



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 17/11/2006 at 12:03, xxxxxxxx wrote:

    Quote: Originally posted by kuroyume0161 on 17 November 2006
    >
    > * * *
    >
    > That's odd, Matthias. No problems as of yet and I'm still on 2.2.1. :) What kind of strange behavior did you encounter?
    >
    >
    > * * *

    It might be an error on my side but I had problems to get plugins to run on Intel Macs with XCode 2.2 and I couldn't build release versions, only debug versions. XCode 2.4 seemed to fix this but maybe it was just that my 2.2 installation was screwed up. Anyway afaik 2.4 fixes several bugs of XCode so it's maybe not a bad idea to update to 2.4.

    cheers,
    Matthias



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 17/11/2006 at 13:07, xxxxxxxx wrote:

    That's wierd, but I have been considering updating Xcode - before the next release compile. Any caveats to keep in mind - like loss of the Xcode preferences settings mentioned in the migrate PDF.

    Thanks,


Log in to reply