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

René J.V. Bertin rjvbertin at gmail.com
Sat Jan 16 10:31:45 UTC 2016


On Saturday January 16 2016 10:51:27 Boudewijn Rempt wrote:

>I only have the 10.9 SDK on the macmini; on the macbook pro, I did add the 10.7 and 10.9 sdk's but didn't manage to get Qt built against those.

It's probably to be expected that you cannot build Qt 5.5 against the 10.7 SDK. You'd have to ask on Qt's interest ML though.

>The weird thing is, with the same source code, the application built on the macmini with 10.9 doesn't have a working opengl canvas anywhere.

What, not even on the Mini itself? That is indeed very weird. Sadly I really shouldn't get involved too deeply in this right now (I don't even want to know how many dependencies I'm still missing ;))

>Ah, that could explain it then -- I know that Apple really wants me to upgrade the macmini to El Capitan, but heck, it's already slow as molasses.

I have heard rumours that 10.11 actually makes things faster (also) for older hardware. But that was also said for iOS9, the result is that one of my iPhone 4S-es is now unusable in practice.

The good thing with OS X though is that you're not obliged to update the one and only boot disk without possibility to go back. What I *always* do with major OS upgrades is this:
1) make a fresh clone of the boot partition to an external (over FW800 in my case), using Carbon Copy Cloner to make a bootable clone without copying unnecessary cruft
2) run the updater on the external (for minor updates I will boot off the external and run the updater on the internal boot disk)
3) when done, boot off the external, and begin the not-fun part of figuring out what no longer works etc.

Selecting the boot media can be done by holding the Alt key as soon as the machine turns (back) on.

Of course you can replace the external disk with a partition on your internal, if you have the space. There's a utility called iPartition that allows you to repartition an existing drive, a priori without data loss.

>> Those features requiring OpenGL 3, how "core" are they? It seems you have a compromise to make between central functionality (like a visible mouse pointer), and feature-set.  Possibly through a setting or toggle somewhere, because I presume that the profiles can be dis- and enabled at runtime?
>
>You can turn off opengl altogether in the settings dialog, at the loss of functionality. But it's simply something that will have to be implemented before we make a final release.

That's maybe a step too far?

R.


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