Comments (14)
That sounds odd as I can run it fine on macOS Mojave here.
Can you post a screenshot of exactly how it looks like and also a bit of the specs of your machine. Loading MP3 is not used for musicplay back in RocketEditor but only for visualizing FFT. The demo/intro etc that RocketEditor connects to is always responsible for playing the actual audio
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It's a 2018 Macbook Pro with Radeon 560X graphics.
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Really weird.. if you try the prebuilt version https://www.dropbox.com/s/toaiyfgzue9fm2v/RocketEditor1.2beta.zip?dl=0 do you get the same problem then as well?
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That seems to work fine, very strange!
Apple LLVM version 10.0.1 (clang-1001.0.46.4)
Target: x86_64-apple-darwin18.6.0
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Maybe it's caused by changes that has been integrated but not correctly tested/verified on macOS. I haven't been changing the code for a while but I have accepted some PR so maybe something broke during that :/
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I've tried a version from a couple of years ago, still getting the same problem.
Will have another look later.
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1.0
and 1.2 beta 1
have worked fine for me on a 2013 Macbook Pro with a 650M (Mojave 10.14.5).
Have not tried other versions. If you have links I will give them a try.
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I've tried a few things to get this to work, but with no luck.
To summarise: The prebuilt version linked above works as expected, but any that I build myself show no GUI.
I have tried building several versions right back to v1.0, all with the same result. I have also tried comparing the Cocoa setup code with that of MilkyTracker (this also uses OpenGL for it's GUI and works fine), but I've failed to discovered anything different that would cause MT to work, but Rocket not to.
I have also tried setting glClearColor to red and replacing draw code with glClear, but I'm still getting a black window.
Giving up for now!
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🤔 not sure what the issue can be. Update: I actually get the same issue when I build it myself. I don't have time to look at it today but I will try to look at it during the weekend
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Sorry I didn't get around to do it last weekend. I will try this one!
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Ok, I know what the problem is and it's an annoying one. With macOS Mojave or to be more correct the latest(ish) version of MacOS SDK Apple re-did how windows re setup and created. It broke a bunch of my other applications (such as https://github.com/emoon/rust_minifb) the way I solved it there was to rewrite the code to use Metal API instead for all the rendering.
Now this is totally doable here as well but a bunch of work. A workaround to get this working is to build against an older version of the SDK and everything will work again.
So there are 3 options here:
- Try to figure out the breakage and still get it working with OpenGL
- Rewrite to Metal API (OpenGL is deprecated on macOS also)
- Require and older version of the SDK
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Do you happen to know which SDK can be used to build?
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Yeah, 10.13 should work fine.
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Will be resolved by #159
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Related Issues (20)
- Support 3 channels as color
- Make the project the root of the repo, submodule original rocket HOT 13
- Support for jsRocket HOT 7
- PageDown/PageUp don't work HOT 5
- CurveEditor HOT 6
- FYI: Python Client HOT 3
- Pause state from the client HOT 3
- Look dazzling at The Meteoriks 2017 HOT 1
- Strange selection when adding new group track
- Make resize button area larger
- Add support to bias the next key
- Add support for deleting keys with delete button HOT 3
- Dead links in README HOT 1
- Replace BASS with minimp3
- Replace window managment with glfw
- Add Metal backend for macOS
- Editor segfaults when saving in Linux HOT 2
- Segfaults after accumulating many tracks HOT 5
- Windows builds crash on load/save dialog HOT 2
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