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No make file generated from cmake on OSX? Any tips on building the xcodeproj file? #50
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Hi Paul, I think those are problems when X11 is present in OSX, and those have been -a. Am Sonntag, 11. September 2016 schrieb pkanyuk :
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Hi Aaron, Good to hear from you! Sure enough, running cmake on the dev branch allows the xcodeproj build to succeed. Unfortunately the recommended steps for testing the build don't appear to work: export PYTHONPATH=$PYTHONPATH:USD_INSTALL_ROOT/lib/python There is no USD_INSTALL_ROOT environment variable defined and poking around I don't see a lib/python in the build directory. That being said, Wave said he can show my some tricks to get his working, I'll find out more tomorrow. Thanks! |
Filed as internal issue #137181. |
@pkanyuk on OS X cmake defaults to Xcode mode. Not sure if this helps, but you can specify the generator to cmake so that it outputs unix makefiles on OS X. You might have better luck with this approach since it's closer to how it's done on Linux.
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@pkanyuk When the instructions say USD_INSTALL_ROOT, they just mean you need to supply it. In my build, that would be export PYTHONPATH=$PYTHONPATH:~/Projects/usd/stage/local/lib/python To run usdview you'll also probably need to specify the
I personally build using Xcode because the build parallelizes better than make, so it completes much quicker. I configure Xcode as follows - substitute SOURCEDIR and BUILDDIR appropriately.
then, to build from the command line, I use
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Hi Nick and David, Gotcha, thanks for the tips! I ended up getting help from a co-worker that Thanks for the help! On Fri, Sep 30, 2016 at 10:45 PM, Nick Porcino notifications@github.com
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Skeletons in USD would be AWESOME, and also seasonally appropriate. |
I think Paul's all set here so I'm going to close this out. We're still very much in-progress on getting the Mac port released. When that happens, we hope to make simpler/clearer build instructions for the Mac available (and for Linux and Windows as well, for that matter). |
Hi USD Wizards,
I'm trying to build USD on OSX and have been following the instructions at https://github.com/PixarAnimationStudios/USD. After hunting down the required libraries, I managed to get cmake mostly error free and completing with the comforting line:
-- Generating done
-- Build files have been written to: /Users/pkanyuk/USD/build
However, there are no Makefiles in the build directory, which makes running the command specified in the docs: make -j <NUM_CORES> install, impossible. I take it that may be a copy-paste typo and the intention is to build the resulting usd.xcodeproj project. I attempted to do that with:
/usr/bin/xcodebuild -target install
But this failed due to glPlatformContextDarwin.h not being in build/include/pxr/imaging/garch. Fine, I copied it over, but then I got the build error:
/Users/pkanyuk/USD/pxr/imaging/lib/garch/glPlatformContextGLX.cpp:27:10: fatal error: 'boost/functional/hash.hpp' file not found
I do have boost installed, and the relevant file is at /usr/local/include/boost/functional/hash.hpp, but sure enough the compile command did not have a -I argument with boost. That leads me to believe either CMake failed to configure the xcodeproj file correctly, or there really is a Makefile that's missing, and I'm going down a dangerous path. Any tips?
Thanks!
-- Paul
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