Replies: 3 comments 11 replies
-
EDIT: I'm going to try axmol build -p ios -a arm64 -c to see if there is any difference in the generated Xcode project. This should be work, use nightly build cmake edition |
Beta Was this translation helpful? Give feedback.
2 replies
-
yes
获取Outlook for Android<https://aka.ms/AAb9ysg>
…________________________________
From: RH ***@***.***>
Sent: Tuesday, October 3, 2023 12:00:17 PM
To: axmolengine/axmol ***@***.***>
Cc: Deal ***@***.***>; Mention ***@***.***>
Subject: Re: [axmolengine/axmol] [iOS] Missing axslc folder in the output package (Discussion #1371)
axmol build -p ios -a arm64 -c worked, and the axslc exists in the output.
I'm assuming it's using the cmake version that axmol downloaded during setup instead of the installed version. Is that the case?
―
Reply to this email directly, view it on GitHub<#1371 (reply in thread)>, or unsubscribe<https://github.com/notifications/unsubscribe-auth/ABVHOJYL64ON3WPILXCFCH3X5OEVDAVCNFSM6AAAAAA5QK6C2GVHI2DSMVQWIX3LMV43SRDJONRXK43TNFXW4Q3PNVWWK3TUHM3TCNZRGM3TA>.
You are receiving this because you were mentioned.Message ID: ***@***.***>
|
Beta Was this translation helpful? Give feedback.
1 reply
-
Can these files prebuilt and distribute to existing project and add to Resources folder manually? |
Beta Was this translation helpful? Give feedback.
8 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
@halx99 I'm having a strange problem when building my app for iOS. I've updated everything to work with Axmol 2.0, and that includes the
CMakeLists.txt
, but for some reason the axslc folder is missing from the output package.I can see that it is compiling the shaders during build, and that the generated files exist in the
build_ios_arm64/runtime
folder (including custom shaders), but for some reason it just doesn't copy them to the final iOS package.If you can point me in the right direction as to where this copy actually occurs, then I may be able to track down the cause. Generating a new project via
axmol new
works just fine for iOS, so there is something I'm missing when I updated my existing project from from Axmol 1.0 to 2.0.I'm using this to generate the Xcode project:
cmake -S . -B build_ios_arm64 -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/1k/ios.cmake -DARCHS=arm64 -DENABLE_BITCODE=NO
Am I missing something in that command?
EDIT: I'm going to try
axmol build -p ios -a arm64 -c
to see if there is any difference in the generated Xcode project.Beta Was this translation helpful? Give feedback.
All reactions