On 4/8/08 12:14 AM, "Achim Mueller" <[EMAIL PROTECTED]> wrote:

> * Michael Petch <[EMAIL PROTECTED]> [080408 07:15]:
>> 
>> 
>> On 4/7/08 12:19 PM, "Achim Mueller" <[EMAIL PROTECTED]> wrote:
>> 
>>> Python supported.
>>> SQLite database supported.
>>> Window system supported.
>>> External players supported.
>>> XML match equity files supported.
>>> 3d Boards supported.
>>> External commands supported.
>>> Multiple threads supported.
>>> SSE supported and available.
>>> dyld: lazy symbol binding failed: Symbol not found: _glXQueryExtension
>>>   Referenced from: /opt/local/lib/libgdkglext-x11-1.0.0.dylib
>>>   Expected in: flat namespace
>>> 
>>> dyld: Symbol not found: _glXQueryExtension
>>>   Referenced from: /opt/local/lib/libgdkglext-x11-1.0.0.dylib
>>>   Expected in: flat namespace
>>> 
>> 
>> 
>> Just as an experiment, I'd wonder if macports has an opengl package, and
>> what happens if you install it and try rebuilding. It is just a suggestion
>> (I am curious)
> 
> No, there is no additional opengl package in Macports. There is one
> package on the second CD of the OS (and a lot of other developer
> packages).
> 
> Ciao
> 
> Achim
> 

Your inclusion of the opengl dylib on LDPATH was the equivalent. With lazy
binding you may actual have unknown references at runtime when the
compile/linking was successful so you are forced to add them (as you did)
manually. And yes, that can be added to the autoconf procedure. A few years
ago I amended the autoconf magic to build for PPC/10.3 (Those changes were
put away and you may get an idea how to detect an Apple build). What is
really lacking is Universal builds (PPC and Intel), and additional config
changes have to made to properly support the PPC build.

I usually have used fink in the past, but I'll try macports on PPC fix the
SSE checks (No SSE on PPC), adjust the assembler code related to threading
that is Intel specific and see what I get.

Mike




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