[KDE/Mac] first krita 3.0 pre-alpha app bundle

Boudewijn Rempt boud at valdyas.org
Thu Jan 14 13:31:44 UTC 2016


On Thu, 14 Jan 2016, René J.V. Bertin wrote:

> On Wednesday January 13 2016 23:42:09 mk-lists at mailbox.org wrote:
>
>> It doesn't work just because Yosemite doesn't want to execute the
>> executable since it was built for 10.11.
>
> 10.9 should do the same yet apparently the application runs there (I'll try to get around to confirming that on my end later today).

In the meantime, I'll setup a way to build using an older sdk on the el capitan macbook pro.

> Boudewijn: are you planning to keep a way to deactivate the standalone app bundle build in the cmake files?

I'm not even certain I made that impossible, right now, building for OSX is a five-step procedure for me:

* install Qt
* build and install the dependencies from krita/3rdparty's cmake definitions
* build and install krita itself and fix the boost rpath issues
* run the patched macdeployqt that also deploys the hundred or so extra plugins
* run a makefile to make a nice dmg

It works for me and gives an okay app bundle that's not really big, so I'm happy for now. Apart from the need to support other versions of OSX.

>
> As to Apple's OpenGL: it's never been a perfect and complete implementation from what I know, so it doesn't strike me as too surprising if they'll start dropping it altogether now that they have their own alternative.
> But just to clear this up for me (I've clearly been out of this too long): my almost 4yo netbook with its integrated AMD graphics supports OpenGL3.1 through the open source Radeon driver, in addition to OpenGL2.0 . Are you talking about *that* OpenGL 2.0? Apple would have stripped out support for older OpenGL features instead of simply not supporting newer additions? I'm not sure I like what that implies, the no-longer-eternal underdog attaining a MS-like position where they can dictate random decisions on the big software houses rather than depend on how far those are willing to rewrite their software for the Mac. (And I already wasn't liking their hardware decisions ... :-/)

What I specifically mean is that Apple's drivers do not support Compatibility Profiles for any OpenGL version, only Core Profiles. That means that if you need something from OpenGL v3, like we do, you can no longer use Qt's OpenGL-based QPainter engine (and that's just an example).

See:

  http://bugreports.qt.io/browse/QTBUG-33535

And

  http://www.blendernation.com/2015/05/03/blender-developer-notes-may-3-2015/
-- 
Boudewijn Rempt | http://www.krita.org, http://www.valdyas.org


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