b2djson and Cocos2d-x?

Discuss issues specific to using Box2D on the iPhone
ohthepain
Posts: 4
Joined: Tue Aug 20, 2013 10:58 pm

b2djson and Cocos2d-x?

Postby ohthepain » Sat Aug 31, 2013 9:42 am

Is anybody using b2djson in XCode 4, preferably with Cocos2d-x? I can't get it to build with my project, and this is blocking me from using R.U.B.E.

Code: Select all

#ifdef __APPLE__
   #include <GLUT/glut.h>
#else
   #include "freeglut/freeglut.h"
#endif


If I remove the #ifdef __APPLE__ and try to add freeglut to my project (which worked for the Testbed) but in my game can't find various other gl heads (gl.h, glu.h).

irresistible force
Posts: 1991
Joined: Tue Jun 24, 2008 8:25 pm
Location: Tokyo
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Re: b2djson and Cocos2d-x?

Postby irresistible force » Sun Sep 01, 2013 4:05 am

Are you using the Cocos2d sample loader source code as a starting point? https://www.iforce2d.net/rube/?panel=loaders
I took a look around that sample loader and I could not find this header inclusion anywhere.

I guess you are using the 'vanilla' version of the loader from the github repo, which does indeed include headers for GLUT. But if you're using Cocos2d I doubt you need anything GLUT has to offer anyway. Take a look at the cocos2d sample loader project if you haven't already.


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