canvas_load is a standard Pd function defined in m_pd.h. It's strange that isn't not found...
.hc
On Sep 22, 2007, at 2:11 PM, Wesley Smith wrote:
To compile lua, you should be able to just download it and make on OSX. Be sure to add this flag during compilations: -DLUA_USE_MACOSX . This enables the dynamic loader in lua for loading Lua modules. You also might need this flag as well: -isysroot /Developer/SDKs/MacOSX10.4u.sdk It has been so long since I did a command line build of Lua. I use a framework build exclusively now built from an xcode project. Have you looked in the source files for canvas_load? I don't know where this comes from. This would be the first thing to figure out.
wes
On 9/22/07, marius schebella marius.schebella@gmail.com wrote:
Hi wesley, iohannes, I got pdlua compiled on mac intel using lua51, (I did not need luaGL to get it compiled..?) but when I create a [lua] object in pd i get an error (see below). I don't know if that error is related to my compilation or the missing luaGL. I also don't know how to compile luaGL. could I use the lua version that comes with jit.gl.lua? marius. ___ /Library/Pd/lua.pd_darwin: dlopen(/Library/Pd/lua.pd_darwin, 10): Symbol not found: _canvas_open Referenced from: /Library/Pd/lua.pd_darwin Expected in: /Applications/Pd-extended.app/Contents/Resources/Scripts/../bin/pd
lua ... couldn't create ___
Wesley Smith wrote:
Hi everyone, I've been following this thread with interest as I've been using Lua and LuaGL for about a year now. When I first started working with it, I spend quite a bit of time hunting down the best OpenGL bindings for Lua. Other one's like gllua are outdated or have strange interfaces. In the end LuaGL was the best I could find but it didn't wrap any of the extensions and has a few problems such as excessive use of malloc/free for dealing with float vectors and a poor conversion scheme between strings and enums. I recently joined the LuaGL project as a developer to work on these problems, but things are moving slowly and consensus is a hard to achieve right now.
As a result, the public release and SVN trunk could be improved quite a bit with a few straightforward changes. I have a branch of LuaGL in the project's sourceforge SVN repository with most of my improvements including support for extensions. I've compiled it on OSX and Windows but apparently there are some issues with Linux. It's not a polished release, but I have been using it in jit.gl.lua for quite some time so it is stable. Anyway, I thought I'd mention this since some people here seem quite enthusiastic about Lua for scripting GL.
Happy patching, wes
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