Link errors in R10 but not R9 (Xcode)
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On 03/04/2010 at 17:39, xxxxxxxx wrote:
Ah ok, I see. However, it is strange that the additions of yours affect the api built. The api is build before your project and the api is not dependent on the project. So adding the libs shouldn´t affect the api build though withuot the knowing the libs it´s hard to tell.
Another assumption could be a problem similar to the windows problem where windows header files must be included before c4d includes (or was it the other way round). Could this be the case also for you? Including files from the library after the c4d includes (or the other way round)? However this would deal with the project build actually not the api build, so...hmm.
Comparing the flags set in the build settings is surely worth a try in any case.
Curious to see where this goes.
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On 04/04/2010 at 06:51, xxxxxxxx wrote:
Howdy,
Well, this has really got me stumped.
I stored a copy of the R10 api project for safe keeping, so I can make changes to the build settings to match the R9.5 api build settings and that didn't work. The api compiled fine but the plugin project still has those link errors.
Then I also tried setting up the plugin project on another machine running the R11 demo and using Xcode3.0 and the same link errors appear.
Adios,
Cactus Dan -
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On 04/04/2010 at 07:17, xxxxxxxx wrote:
Howdy,
Also,I just tried creating a standard C++ application project, added the external library and the same function calls to the external library I was using in my plugin, and everything compiled fine there.
So, the problem seems to be c4d api R10+ related.
Adios,
Cactus Dan -
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On 05/04/2010 at 08:56, xxxxxxxx wrote:
Howdy,
Well, I tried every framework in the list, and non of them seem to solve the link errors when added to the project.
The external library I'm trying to use is the Autodesk FBX SDK 2010.2 library. I need to add fbx import/export support for my plugins, because the c4d fbx import/export doesn't recognize my plugin's joint object and skin tag.
Maybe Maxon's developers have encountered this same problem with the built in fbx import/export, since it also seems to be a dylib (plugin)?
Adios,
Cactus Dan -
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On 05/04/2010 at 09:11, xxxxxxxx wrote:
I will be in the office tommorrow again and will try if I also get errors on my MAC with the R10 sdk and the fbx lib linked. I´ll let you know.
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On 08/04/2010 at 09:57, xxxxxxxx wrote:
Howdy,
Any word on this issue? Matthias?
Adios,
Cactus Dan -
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On 08/04/2010 at 15:28, xxxxxxxx wrote:
Howdy,
OK, it seems I've made some progress.
There seems to be an issue with libiconv library between 64/32 bit. I'm able to compile in R10 but only for intel 32 bit (i386), and only on my 32bit core duo machine running Leopard.
if I open the terminal on that machine and type in:file /opt/local/lib/libiconv.dylib
... it displays this:
/opt/local/lib/libiconv.dylib: Mach-O dynamically linked shared library i386
On my core 2 quad machine running Snow Leopard, the libiconv library is 64 bit only.
On this machine typing in the above line in the terminal displays this:/opt/local/lib/libiconv.dylib: Mach-O 64-bit dynamically linked shared library x86_64
When I use that same terminal command with the path to the FBX SDK library file, it displays this:
/Xcode2.5/FBXSDK20102/lib/libfbxsdk_gcc4_ub.a: Mach-O universal binary with 4 architectures /Xcode2.5/FBXSDK20102/lib/libfbxsdk_gcc4_ub.a (for architecture ppc) : current ar archive /Xcode2.5/FBXSDK20102/lib/libfbxsdk_gcc4_ub.a (for architecture i386) : current ar archive /Xcode2.5/FBXSDK20102/lib/libfbxsdk_gcc4_ub.a (for architecture ppc64) : current ar archive /Xcode2.5/FBXSDK20102/lib/libfbxsdk_gcc4_ub.a (for architecture x86_64) : current ar archive
So the conclusion may be that the FBX SDK supports all architectures but the libiconv library only supports specific machines.
I'm not sure if there is a universal binary version of libiconv available.
Adios,
Cactus Dan -
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On 09/04/2010 at 07:16, xxxxxxxx wrote:
FYI I can confirm the issue and have contacted the developers.
I can build plugins linked against the FBX library for Cinema R10 without problems.
With Cinema R11 64bit I got some undefined symbols.
cheers,
Matthias -
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On 09/04/2010 at 07:53, xxxxxxxx wrote:
Originally posted by xxxxxxxx
[...]
So the conclusion may be that the FBX SDK supports all architectures but the libiconv library only supports specific machines.I'm not sure if there is a universal binary version of libiconv available.
Adios,
Cactus DanThe readme.txt of the PC version of the FBX SDK explicitly states, that they don't support ppc64. If memory serves me right we once tried to get around those problems (by faking some lib entry points) after discovering, that the SDK contained ppc64 bit code - but finally failed due to a missing method (inside of the FBX SDK).
Best regards,
Wilfried Behne
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On 09/04/2010 at 07:59, xxxxxxxx wrote:
Howdy,
Thanks Matthias.
Something else I discovered:
When installing the libiconv port using MacPorts, if I add "+universal" to the command like this:sudo port install libiconv +universal
... then it installs a universal binary version of libiconv
But, on my core 2 quad machine running Snow Leopard, it only installs it for i386 & x86_64.:
/opt/local/lib/libiconv.2.dylib: Mach-O universal binary with 2 architectures /opt/local/lib/libiconv.2.dylib (for architecture i386) : Mach-O dynamically linked shared library i386 /opt/local/lib/libiconv.2.dylib (for architecture x86_64) : Mach-O 64-bit dynamically linked shared library x86_64
... and on my core duo machine running Leopard it only installs it for ppc & i386:
/opt/local/lib/libiconv.2.dylib: Mach-O universal binary with 2 architectures /opt/local/lib/libiconv.2.dylib (for architecture ppc7400) : Mach-O dynamically linked shared library ppc /opt/local/lib/libiconv.2.dylib (for architecture i386) : Mach-O dynamically linked shared library i386
What I really need is an install for ppc, i386, ppc64 & x86_64, but I haven't found a way to get that yet.
The reason I've installed it from MacPorts (even though the libiconv.2.dylib is in the MacOS sdks) is that to get my plugin to compile in R10 and above, I used the "libiconv.a" static library from the MacPorts installation, since I couldn't figure out the right framework to include or build setting in the project to get it to compile without the link errors.
Adios,
Cactus Dan -
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On 09/04/2010 at 08:04, xxxxxxxx wrote:
I remember we had a simlar issue with this lib a while ago in a completely unrelated project.
At that time the problem was that the libiconv from /usr/local/lib was used, which only contains just the current architecture. There was another one in a different folder which contained all architectures. I'm just traing to find the exact information on this, but maybe this hint could help you already.
Kabe
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On 09/04/2010 at 08:12, xxxxxxxx wrote:
Howdy,
Originally posted by xxxxxxxx
...The readme.txt of the PC version of the FBX SDK explicitly states, that they don't support ppc64. If memory serves me right we once tried to get around those problems (by faking some lib entry points) after discovering, that the SDK contained ppc64 bit code - but finally failed due to a missing method (inside of the FBX SDK)...
Thanks for that bit of info, Wilfried.
Maybe that will be fixed in fbx 2011?
Adios,
Cactus Dan -
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On 09/04/2010 at 08:16, xxxxxxxx wrote:
Originally posted by xxxxxxxx
Howdy,
Originally posted by xxxxxxxx
...The readme.txt of the PC version of the FBX SDK explicitly states, that they don't support ppc64. If memory serves me right we once tried to get around those problems (by faking some lib entry points) after discovering, that the SDK contained ppc64 bit code - but finally failed due to a missing method (inside of the FBX SDK)...
Thanks for that bit of info, Wilfried.
Maybe that will be fixed in fbx 2011?
Adios,
Cactus DanHaven't looked into that version, but I wouldn't be suprised if they finally dropped PPC support completely.
Best regards,
Wilfried Behne
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/04/2010 at 08:26, xxxxxxxx wrote:
Howdy,
Originally posted by xxxxxxxx
...Haven't looked into that version, but I wouldn't be suprised if they finally dropped PPC support completely...
You're probably right.
Adios,
Cactus Dan