Thanks Luke, Carter. It does look like I'm running into the same problem as a lot of other people WRT OpenGLRaw. I'm keeping notes on my porting project at http://wiki.zyghost.com/Dev/iOS#hurdles which includes the errors I'm talking about. Also, I need more emergency kittens, stat!


On Sat, Jan 4, 2014 at 8:17 PM, Luke Iannini <lukexipd@gmail.com> wrote:
Hi Schell,

I think both the OpenGL package issues are not iOS specific; they just make heavy use of CPP and thus into yet more yucky clang cpp stuff (I believe I saw a report on one of the main haskell lists of someone running into the same thing, with some mention of switching to ## for symbol concatenation, and that lens had to do the same thing recently) — I can't install them with regular old cabal either. Which is sort of good news, because it means if you can debug them for regular OS X use they should work for iOS too : ). 

I haven't needed these particular packages yet so I haven't looked into it too much, but yeah, post the errors and we'll start figuring out how to fix them up for clang!

Cheers
Luke


On Sat, Jan 4, 2014 at 8:02 PM, Carter Schonwald <carter.schonwald@gmail.com> wrote:
schell, remember, you need to provide pastes/gist links of the (full) build errors or we can't help you. please start erring on the side of sharing TOO much information, or we can't help you. 

with no information, we can only offer emergency kittens and perhaps cookies if you're near a bakery that does delivery. (and probably not the latter :) )


On Sat, Jan 4, 2014 at 10:20 PM, Schell Scivally <efsubenovex@gmail.com> wrote:
So I'm into the actual porting part of my project and I've run into a number of bumps. They all revolve around not being able to build certain packages. So far the packages I can't build are:

OpenGLRaw
OpenGL
Lens
JuicyPixels

Lens and JuicyPixels I can do without - for Lens I can expand the code to use normal record syntax and for JP I can have Obj-C load the textures and marshall the texture names through the ffi. I don't have a solution for OpenGL though, as it is alas an OpenGL game. I saw somewhere an OpenGL demo made for iPhone. How could that have overcome this obstacle?

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Schell Scivally
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