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Can't compile Godot with lportal #2

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CammiePone opened this issue Feb 14, 2020 · 8 comments
Open

Can't compile Godot with lportal #2

CammiePone opened this issue Feb 14, 2020 · 8 comments

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@CammiePone
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Whenever I compile Godot with the lportal module, I get this error:
image

@lawnjelly
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I hadn't tested the compile on windows (I only have linux machines here) - my mistake, that command line should be for linux only, it's only to prevent a compiler warning. 😊

I've just added a fix to the SCsub removing those command line options as they shouldn't be necessary, so if you grab the latest version from the repository it should be fixed.

There's always the possibility there might be something else visual studio compiler doesn't like, let me know if there are any more problems. I'm intending to get a CI solution up and running (that automatically compiles on all platforms) so I can solve these problems more easily.

Incidentally, if you are compiling I'd advise using the 3.2 branch of the source. Master branch on github has moved to 4.0 and merged in a lot of reduz' experimental stuff, and it is really not in a usable state yet (the GLES renderers are broken for example).

@danilw
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danilw commented Feb 22, 2020

I can confirm that (compiling for Godot 3.2 stable)
Linux build is fine, compile for web(emscripten) also fine
VS2019 can not compile

@lawnjelly
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lawnjelly commented Feb 24, 2020

I can confirm that (compiling for Godot 3.2 stable)
Linux build is fine, compile for web(emscripten) also fine
VS2019 can not compile

I've managed to get appveyor doing CI builds for windows which seem to take over 45 mins each (using visual studio 2015 and also 2019), but I'm not getting any errors. What errors were you getting in visual studio?

I've also had a look at docker files but that doesn't seem to work with visual studio from linux, and I've tried running windows 10 in VirtualBox but it's too slow as to be unusable.

The other option is to compile for windows with the mingw toolchain (I think Calinou does this for his daily builds), but that's not ideal, I'd prefer to have it compatible for visual studio users.

@danilw
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danilw commented Feb 25, 2020

What errors were you getting in visual studio?

same as on screenshot on first post
"invalid numeric argument..."
(everything latest, studio, Godot 3.2 source from stable branch)

@lawnjelly
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What errors were you getting in visual studio?

same as on screenshot on first post
"invalid numeric argument..."
(everything latest, studio, Godot 3.2 source from stable branch)

Ah that is the fix I added to the lportal repository 10 days ago (commit 5dec13a) , very strange. If you have a look at your lportal/SCsub in a text editor, these 2 lines should be as shown, commented out with a #:

#module_env.Append(CXXFLAGS=['-O2', '-std=c++11', '-Wno-sign-compare', '-Wno-strict-aliasing'])
#module_env.Append(CXXFLAGS=['-std=c++11', '-Wno-sign-compare', '-Wno-strict-aliasing'])

You would need to re-download or clone lportal since the commit for it to work.

If these are commented out and it isn't compiling properly, it suggests a caching issue with scons, in which case doing an scons clean may solve it. Wherever you are using your scons command line in the build (I don't know if this is manual or written into visual studio settings), add a -c flag to the command line,
e.g.
scons -j4 platform=windows -c
Run that once and it will clean, then remove the -c argument and it will rebuild.
Even easier and faster would be to go into the lportal directory and delete the intermediate files (or just delete everything in lportal, and unzip the latest lportal back into the folder), but if all else fails scons clean should work.

Really this should not happen, it is either a bug in scons or in the build setup files (I just used the example ones from the docs), but there have been a few cases with the core engine where Akien has recommended a clean and full rebuild.

Now I have the appveyor working I'm going to have a look and see if I can export the finished build and put it as a release here on github, to let people try without compiling themselves.

@danilw
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danilw commented Feb 25, 2020

I see
look like I had old lportal on windows for some reason

sorry for false info than :(

@lawnjelly
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lawnjelly commented Feb 25, 2020

I see
look like I had old lportal on windows for some reason

sorry for false info than :(

Ah that's okay, it finally got me to spend a day getting AppVeyor working which may lead to automated builds, which is a good thing! 😁

I'm actually looking forward to doing some more work on lportal (there is a bug in the DOBs which I really want to fix), but for the past few weeks I've been roped into rewriting the main GLES2 2d renderer which has to take priority as anyone without vulkan can't currently run the latest master of Godot, which is fairly critical!

@danilw
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danilw commented Feb 25, 2020

thanks for great project :)
the logic look amazing, I still do not know how il use it, I see it can be very good

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