Mac OS X Lion + xCode 4.1 + texturetool = forced mipmaps? - iphone

After upgrading to Lion and re-building the project I noticed that Apple's texturetool started to generate mipmaps, although I don't have -m flag in my scripts. I know that mipmaps are useful sometimes and generally it is the way to go to have them, but in this particular app I DO NOT WANT them.
Does anybody know how to switch it off? I would accept any solution (including replacing libraries from older version etc). BTW, using texturetool from old Mac OS doesn't seem to help.
Thanks in advance.

I wrote a c program to remove the mipmaps of a pvr, this can be a work-around while Apple fix it...
I generate the PVR, then strip the mipmaps with this program.
http://dl.dropbox.com/u/7600660/PVRRemoveMipmaps.c
./PVRRemoveMipmaps filename.pvr
edit:
changelog: 1/september/2011 - Fixed a mistake in the header field dataLength of the new PVR without mipmaps.

Related

LAME.framework for Apple Silicon / M1

I found this for IOS, but I need help getting LAME.framework to build for MacOS intel AND arm64.
https://github.com/Superbil/build-lame-for-iOS/blob/master/build_ios.sh
Can anyone point me to a build script similar to this please? Target is Big Sur if that makes a difference.
Frameworks are a mystery to me so I have been lucky finding these in the past.
No idea how to create this.
PS I did try to change the iphonesdk line(s) to macOS, but it fails (no sdk in path)
Probably not the right way to do it anyway.

Fake carrier string in 4.3.2 iPhone simulator

I'm trying to change the fake carrier name in the iPhone simulator as illustrated in the link:
http://www.cocoadevnation.com/2009/11/15/change-iphone-simulator-carrier-string/
The problem is I can do it on the 4.0 iOS simulator but on successive iOS versions (say at least 4.3) apparently this trick is not working any more.
Any of you know how to make it work?
Actually the problem does have a solution -- it's just changed. The information for the carrier is now read from the Springboard.strings file, located at
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator60.sdk/System/Library/CoreServices/SpringBoard.app/English.lproj/SpringBoard.strings
Note the simulator version part of this path will differ according to the version of XCode you are using -- I'm using 4.5. Note also that the default configuration for this file is binary but you can convert to XCode-editable-form with
plutil -convert xml1 Springboard.strings
Once you've done that, edit and change the value for the key SIMULATOR_CARRIER_STRING to what you want to use. You can use this same technique for non-EN languages--just edit the appropriate .../<lang.lproj>/Springboard.strings file.
I wrote a Python script based on krausefx's answer from another thread on the same topic.
It allows you to change the carrier name for certain or all languages with just a short call from the command line. You can also restore all of them to the default. I hope you enjoy it.
PS: It's iOS 7 only but could easily be changed to work with iOS 6.
For anyone interested, I found out that starting from the iOS 4.2 version, the iPhone simulator does not honor SBFakeCarrier nor SBFakeTime and SBFakeTime preferences.
So the problem has no solution.

Getting the error 'GL_MAX_SAMPLES_APPLE' undeclared (first use in this function) while working with cocos 2d engine

i was working with the cocos 2d engine which i integrated in the xcode version 3.2.2.I started with the downloaded application which gave the error as 'GL_MAX_SAMPLES_APPLE' undeclared , later i tried with the blank project ,its still giving the same error.
I dont know whats wrong and where. please suggest me how to integrate cocos2d in xcode 3 and what all settings to do
thanks in advance..
In the Cocos2D v1.0 Release Notes you'll see that the minimum requirement is Xcode 3.2.6 with iOS 4.1. You said you're using Xcode 3.2.2. There's your problem, probably.
If you still want to use Xcode 3 then you can get the latest version 3.2.6 here. Personally I recommend to upgrade to Xcode 4.x for the simple reason that you can't create iOS 5 apps with Xcode 3 and Xcode 3 being incompatible with Mac OS X 10.7 Lion.
May be the file related to that is missing.
That definitely looks like a compile-type error, one generally caused simply by not having that symbol defined at the point where you want to use it.
Any number of things could be going wrong here. Here's a couple of things to check.
Are you including the correct header file (glext.h, I believe) in your sample?
Is that header file being picked up from the correct location (you may have other similarly named files in other places)?
Does that (or any other header file) even have that symbol defined?
If they do, do you have the correct defines so that you can see them (ofthen #define statements are themselves inside #ifdef ones)?

XCode 3.2 does not mark unit test assert failures in the editor

I've been off in Java land for about a month or so and now, upon returning to XCode I feel lost. I've upgraded 1st to 3.1.2 then recently to 3.2 and also got a new Mac with Snow Leopard so I'm not exactly sure when the problem surfaced. I just know that I used to get little red bubbles in my unit test next to the failing asserts and that no longer seems to happen. Is there a way to restore this? I've been trying to use Apple's own SenTesting framework instead of GoogleTools for mac like I used to. Should I revert to Google Tools? Does anyone have an answer?
It's kinda working now, but dramatically different than what I was used to. I'm not sure what the deal is/was. Unit testing has always seemed like a flaky unsupported thing in XCode.

Why does Xcode keep changing its active executable?

Something really weird is going on with Xcode and an iPhone project I'm working on, when I'm building for the simulator, the project has 2 active executables (MyApp - iPhone Simulator (2.0) and MyApp - iPhone Simulator (2.1)) Almost all of the time, I want to use the the 2.1 active executable, but Xcode will occasionally silently change to the 2.0 one.
There doesn't seem to be any pattern to this or any trigger that I can notice. Googling has found a couple of people out there who are having the same problem, but no solutions.
Help me stackoverflow-kenobi! You're my only hope!
Ok, it was a bug. The good news: it's fixed in the fresh new 2.2 SDK.
That is weird -- I've been doing iPhone/XCode development for a while, now, and never seen anything like that.
Are you absolutely certain that you're not poking around some place that's causing the change?
Might you have a corrupt XCode or .xcodeproj? If it persists, I'd try re-creating my project and, if that didn't help, reinstalling XCode.
Very strange, indeed...!
I have the same problem. I need to set the active Executable to 2.1 for openAL to work. The pattern I observed is that it switches back everytime I switch to export to the device. Isn't that what happens with you?
I've seen the issue commented a couple of times on the official iphone dev forum, but no solutions. Looks like a bug.
So.. why are you actually doing that? It is probably better, given the nature of the iPhone (with multiple frameworks for multiple architectures), to set up different Targets for your various projects. The executable produced will be the result of the build phases for your targets.