Building 2.1 samples on iOS Topic is solved

Design / architecture / roadmap discussions related to future of Ogre3D (version 2.0 and above)
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Jay721
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Building 2.1 samples on iOS

Post by Jay721 » Wed Jun 06, 2018 7:48 pm

I'm trying to build the samples and test them on my iPhone. Whenever I try to build any sample, I get the following build error:

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ld: framework not found Cocoa
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Any ideas?
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dark_sylinc
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Re: Building 2.1 samples on iOS

Post by dark_sylinc » Wed Jun 06, 2018 8:18 pm

That happened me once when my build folder was first used for building macOS and then I later changed it to build for iOS (i.e. CMake was accidentally ran without OGRE_BUILD_PLATFORM_APPLE_IOS defined).

I suggest you delete your build folder and follow the build instructions for iOS again.
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Jay721
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Re: Building 2.1 samples on iOS

Post by Jay721 » Fri Jun 08, 2018 6:10 pm

Thanks!
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Jay721
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Re: Building 2.1 samples on iOS

Post by Jay721 » Wed Jun 13, 2018 9:52 pm

Hi, another problem I've stumbled across. When trying to run the ShadowMapDebugging sample on iOS, it crashes and I get this error on Xcode:

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libc++abi.dylib: terminating with uncaught exception of type Ogre::ItemIdentityException: OGRE EXCEPTION(5:ItemIdentityException): Workspace definition 'ShadowMapDebuggingWorkspace' not found in CompositorManager2::addWorkspace at OgreSource/OgreMain/src/Compositor/OgreCompositorManager2.cpp (line 498)
Any ideas? :/
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