[GEM-dev] automated drawing in gem?

Hans-Christoph Steiner hans at eds.org
Sun Sep 23 02:58:33 CEST 2007


canvas_load is a standard Pd function defined in m_pd.h.  It's  
strange that isn't not found...

.hc

On Sep 22, 2007, at 2:11 PM, Wesley Smith wrote:

> To compile lua, you should be able to just download it and make on
> OSX.  Be sure to add this flag during compilations: -DLUA_USE_MACOSX .
>  This enables the dynamic loader in lua for loading Lua modules.  You
> also might need this flag as well:  -isysroot
> /Developer/SDKs/MacOSX10.4u.sdk  It has been so long since I did a
> command line build of Lua.  I use a framework build exclusively now
> built from an xcode project.  Have you looked in the source files for
> canvas_load?  I don't know where this comes from.  This would be the
> first thing to figure out.
>
> wes
>
> On 9/22/07, marius schebella <marius.schebella at gmail.com> wrote:
>> Hi wesley, iohannes,
>> I got pdlua compiled on mac intel using lua51, (I did not need  
>> luaGL to
>> get it compiled..?) but when I create a [lua] object in pd i get an
>> error (see below). I don't know if that error is related to my
>> compilation or the missing luaGL. I also don't know how to compile
>> luaGL. could I use the lua version that comes with jit.gl.lua?
>> marius.
>> ___
>> /Library/Pd/lua.pd_darwin: dlopen(/Library/Pd/lua.pd_darwin, 10):  
>> Symbol
>> not found: _canvas_open
>>    Referenced from: /Library/Pd/lua.pd_darwin
>>    Expected in:
>> /Applications/Pd-extended.app/Contents/Resources/Scripts/../bin/pd
>>
>>   lua
>> ... couldn't create
>> ___
>>
>>
>>
>> Wesley Smith wrote:
>>> Hi everyone,
>>> I've been following this thread with interest as I've been using Lua
>>> and LuaGL for about a year now.  When I first started working  
>>> with it,
>>> I spend quite a bit of time hunting down the best OpenGL bindings  
>>> for
>>> Lua.  Other one's like gllua are outdated or have strange  
>>> interfaces.
>>> In the end LuaGL was the best I could find but it didn't wrap any of
>>> the extensions and has a few problems such as excessive use of
>>> malloc/free for dealing with float vectors and a poor conversion
>>> scheme between strings and enums.  I recently joined the LuaGL  
>>> project
>>> as a developer to work on these problems, but things are moving  
>>> slowly
>>> and consensus is a hard to achieve right now.
>>>
>>> As a result, the public release and SVN trunk could be improved  
>>> quite
>>> a bit with a few straightforward changes.  I have a branch of  
>>> LuaGL in
>>> the project's sourceforge SVN repository with most of my  
>>> improvements
>>> including support for extensions.  I've compiled it on OSX and  
>>> Windows
>>> but apparently there are some issues with Linux.  It's not a  
>>> polished
>>> release, but I have been using it in jit.gl.lua for quite some  
>>> time so
>>> it is stable.  Anyway, I thought I'd mention this since some people
>>> here seem quite enthusiastic about Lua for scripting GL.
>>>
>>> Happy patching,
>>> wes
>>>
>>> _______________________________________________
>>> GEM-dev mailing list
>>> GEM-dev at iem.at
>>> http://lists.puredata.info/listinfo/gem-dev
>>>
>>
>>
>
> _______________________________________________
> GEM-dev mailing list
> GEM-dev at iem.at
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You can't steal a gift. Bird gave the world his music, and if you can  
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