I recorded a brief screencast for the benefit of my classmates who would like to work in the X-Code environment on the Mac (for editing, building, and debugging) for their ME/CprE 557 assignments.
You can go to the video directly by clicking: X-Code and OpenGL Tutorial Screencast.
Note: The replacement include statements I list in the screencast are actually a bit more than necessary – you can use these shorter ones instead (be careful: those are two underscores on each side of the word APPLE):
Where you see:
and where you see this (in later assignments only):
Why? GLUT (glut.h) includes gl.h, and GLUI (glui.h) includes glut.h, thus you only need the “highest level” of abstraction and utility around the core OpenGL explicitly included.
If you get an error regarding tchar.h when compiling the sample apps, that’s just because TCHAR is a Windows-only macro that turns into the correct kind of char for a particular build. You’ll just want to use regular “char” and “int main” when making your own app, but to avoid modifying the sample apps too much, you can just download this tchar.h file and add it to the X-Code project. (It just makes the substitution for you at compile time.)
Remember: The professor will still be using the Makefile (example provided in 557_Support_Files.zip) to re-compile your application, so make sure you update the Makefile and test it before submitting. You’ll want to submit your cpp and h files, your Makefile, and a binary – best to include the one made by the Makefile, but if you want to find your X-Code one (for testing or another purpose) it’s in the build directory inside your project directory, in the Debug or Release folder (depending on your build configuration chosen in the main X-Code project view).
Feel free to click on this post title (to view it on its own) and bookmark that page for your own use.