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Comments (6)

alecazam avatar alecazam commented on May 24, 2024 1

I'm closing this one out.

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alecazam avatar alecazam commented on May 24, 2024 1

I’m giving up on cmake on macOS. I’ll try to maintain, but it was easier to maintain projects and a real workspace and use xcodebuild instead. That’s all in the build2 folder. Now you can just drop those projects into other projects. I’d tried a framework but that required flattening the header paths, and I want to keep them as is.

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alecazam avatar alecazam commented on May 24, 2024

I'm not sure. It looks like part of the Asset Catalog is missing an image. I assume it's the AppIcon, since kramv uses very view UI assets. All the buttons/menu are currently just text.

There are pre-built exectuables or kram/kramv/libkram available from the Github page. You might try also not restricting kramv to ASTCENC=ON only. kramv is best with ETC2/ASTC/BC so that you can open any KTX/KTX2 files. I was mostly testing librkam with ASTCENC and others to reduce the compiled library size. My release build of kramv is around 8.8MB as a universal binary. So that's around 4.4MB for each platform. Trying to set ASTCENC=ON for kramv will likely break it, since it needs all the encoders/decoders.

This is pretty indicative here that your build is a missing the main bundle with all the resources. The Cmake files should set all that up. I know the setup works, since I build at home and at work from the same sources.

mkdir build
cd build
cmake .. -G Xcode

Application Specific Information:
Assertion failed: (mainBundlePath != nil), function +[NSImage _systemImageNamed:], file /System/Volumes/Data/SWE/macOS/BuildRoots/e90674e518/Library/Caches/com.apple.xbs/Sources/AppKit/AppKit-2022.50.114/AppKit.subproj/NSImage.m, line 2707.

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abbaswasim avatar abbaswasim commented on May 24, 2024

This is pretty indicative here that your build is a missing the main bundle with all the resources

It's from a clean checkout of main branch. Using cmake version 3.20.4.
Also tried to build from within Xcode (instead of make --build) but I am getting build errors like

PhaseScriptExecution CMake\ PreBuild\ Rules /development/kram/build/plugin/kramWorkspace.build/Debug/kram-ps.build/Script-59C0998DF652554740CCB22B.sh (in target 'kram-ps' from project 'kramWorkspace')
    cd /System/Volumes/Data/development/kram
    /bin/sh -c /development/kram/build/plugin/kramWorkspace.build/Debug/kram-ps.build/Script-59C0998DF652554740CCB22B.sh

failed to find PIGeneral/PIGeneral.r
/development/kram/plugin/kps/KPS.r:122: ### Rez - noErr (0) during open of "PIGeneral.r".
Fatal Error!
/development/kram/plugin/kps/KPS.r:122: ### Rez - Fatal Error, can't recover.
PIGeneral.r: ### Rez - Since errors occurred, /development/kram/plugin/kps/kram-ps.rsrc's resource fork was not completely updated.
Command PhaseScriptExecution failed with a nonzero exit code

Where is PIGeneral/PIGeneral.r suppose to be? is this some Adobe SDK I need to install?

Pre-built binaries does work.

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alecazam avatar alecazam commented on May 24, 2024

You have the kram-ps scheme selected which is unfinished. I have a Photoshop plugin for ktx/ktx2, and a thumbnailer as well that are still in progress. You need to build the install scheme. That will place kram, kramv, and libkram in the kram/bin folder. Then you can copy kramv to Applications.

Photoshop requires an agreement to their SDK, but is then free to download. I can't redistribute it alongside kram which is annoying for my automated builds on github.

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abbaswasim avatar abbaswasim commented on May 24, 2024

Sorry for not responding. I gave up on making this to work. Just used the pre-built binaries instead.

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