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rsodreParticipant
So, I’m compiling with XCode 5.1.1, on 10.9.4, testing on Yosemite Developer Preview 7.
I’m distributing the app as a download, outside the App Store.
I don’t want Gatekkeper telling people it’s unsafe, so I need to code sign it.
For this, I have a Mac Developer Program, created a certificate, app identifier and provisioning profile following Apple’s App Distribution GuideNo need to sign or recompile Syphon.framework!
On my project…
– Target > General > Sign > NONE
– Built Settings > Code Signing Identity > Release > “3rd Party Mac Developer Application”
– Built Settings > Provisioning Profile > None
– New File > Shell Script > Name it “codesign-frameworks.sh”
– Paste the script content from here: (I just removed everything related to ENTITLEMENTS, because I don’t need a Sandbox, it’s for production)
http://stackoverflow.com/a/11284404/360930
– Build Phases > Add > Run Script (after Copy Files Frameworks) > Check “Run script only when installing” > Fill with “./codesign-frameworks.sh”
– Project > Archive
– Select the archive > Distribute > Export Developer-ID signed Application > Select your Developer ID > save it somewhereNow to properly test it, you need to quarantine your app. There’s two ways to do this:
– Email the app to yourself and download the attachment on Mail.
– Upload to some web server and download with Safari.Download it on your Yosemite installation, run and it should be fine.
rsodreParticipantI think this is new on XCode 6, right?
Xcode 6 has added the ability to code sign on copy files phase. pic.twitter.com/uAyOSXsg1d
— Benoît (@benoitsan) June 25, 2014
Apple recommends do deploy apps for Yosemite still using XCode 5, and I don’t like switching my projects to a beta XCode, so I’m still on 5.
Anyway, I just made it work on XCode 5 with a script I found.
I’m just documenting it and will post here asap.rsodreParticipantHey Vade!
Was the app was signed on Mavericks?rsodreParticipantYou’re saying that I don’t have to recompile and sign from Syphon’s project, my app’s project should sign the Syphon framework?
Looks like it’s not happening.Usually I never sign, only when exporting the app for distribution. If I sign the app, it complains that Syphon is unsigned, even if it is.
I got a message from Apple saying that apps signed on 10.8 would be rejected by Yosemite’s Gatekeeper, that’s why I’m re-signing.
But old apps work!
New signed apps don’t.I’ll install a fresh Yosemite DP7 and see what happens.
rsodreParticipantI took a look in the float branch, not sure if I can help to properly finish it.
For my project, I can have server and client using the same version, so I’ll try to compile and use this branch, I’ll report what happens when I do it.
Thanks!rsodreParticipantHello!
Any news on the float texture support?
I saw some 1-year old comment on the old google code roadmap, I will need it pretty soon, just want to know if it’s already implemented or I need to hack my way.
Thanks!
rsodreParticipantProbably the last active material was not good for syphon.
Now I’m going trough hell with multiple cameras, gui and fbos. ALMOST there.
I’ll send you the sources before check in.- This reply was modified 8 years, 5 months ago by rsodre.
rsodreParticipantFound the problem, we need this after Graphics.Blit() on SyphonServerTexture.cs:
Syphon.SafeMaterial.SetPass(0);
To understand it, I did a good polish on this script.
I’m also fixing some GUI problems I’m having and will check in after I finish my project.btw, who made this Unity plugin?
rsodreParticipantThe main camera and syphon server is never touched, except for effects that I tweak all the time.
All the levels are on a single scene, created when the game starts.
During the game I just hide elements, spawn particles and re-spawn game elements on game/level reset.rsodreParticipantGot back to it today and solved.
The Editor and Plugins folder must reside at project’s root.
Unity assets and objects organization is a mess!rsodreParticipantYeah!
Worth every penny!rsodreParticipantHello Vade,
Great news! And in the right time!
I tried the example and it worked fine.
But when I integrante ofxSyphonClient in my VJ app, the following condition on SyphonNameboundClient.m never works, I had to bypass it:(void)handleServerAnnounce:(NSNotification *)notification
{
…
//if (![self parametersMatchDescription:[_client serverDescription]]
// && [self parametersMatchDescription:newInfo])
if (true)
…
}And I usually work with GL_TEXTURE_2D, and because Syphon is using GL_TEXTURE_RECTANGLE_ARB, my shaders will have to be duplicated, replacing sampler2D for sampler2DRect.
rsodreParticipantYeah, I did it!
Here is a very simple client on openFrameworks:
http://code.sigilo.art.br/syphonTest.zipRight now I’m busy making a prototype, so my example just grab the first server available and display it. There’s still work to be done to make it usable for everyone, if anyone wants to continue from here, be my guest!
Thanks for CGLGetCurrentContext(), no need to mess with GLUT anymore!
rsodreParticipantUpdate: SyphonServerDirectory returns nothing on setup(), but does return the servers on update().
Now stuck anymore! -
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