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Okay. I looked. I found that mojo imports and uses emscripten. I remarked it out, and built my app for Xcode with no problems.
However, when building in Xcode, errors involving emscripten were still noted.

Thank you all for getting back with me. So, yeah.
My game, so far, “includes” std, mojo, and pyro. No emscripten.
I did a clean rebuild of only the modules stated above, plus a few others like iap and openal etc. for IOS. I deselected both emscripten options in the rebuild modules window. It went smoothly.
But, when I attempted to build my game in debug mode for ios, I still get an error involving emscripten. Is it maybe referenced in one of the other modules? I’ll check.
Mx2cc version 1.1.14
***** Making app ‘/Users/aleana/Desktop/Work/Glyph_2/Glyph.monkey2’ (ios debug armv7 arm64 gcc) *****
Parsing…
Semanting…
Translating…
Compiling…
Build error: System command failed:g++ -c -std=c++11 -arch armv7 -arch arm64 -miphoneos-version-min=8.0 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS11.4.sdk -fobjc-arc -Wno-deprecated-declarations -Wno-tautological-pointer-compare -Wno-undefined-bool-conversion -Wno-int-to-void-pointer-cast -Wno-inconsistent-missing-override -Wno-logical-op-parentheses -Wno-parentheses-equality -fvisibility=hidden -O0 -g -I”/Applications/Monkey2-v2018.06/modules/” -I”/Applications/Monkey2-v2018.06/modules/monkey/native” -I”/Users/aleana/Desktop/Work/Glyph_2/” -I”/Applications/Monkey2-v2018.06/modules/freetype/freetype-2.6.3/include/” -I”/Applications/Monkey2-v2018.06/modules/sdl2/SDL/include/” -I”/Applications/Monkey2-v2018.06/modules/zlib/zlib-1.2.11/” -DBB_NEWREFLECTION -I”/Users/aleana/Desktop/Work/Glyph_2/Glyph.buildv1.1.14/ios_debug/build/” -MMD -MF”/Users/aleana/Desktop/Work/Glyph_2/Glyph.buildv1.1.14/ios_debug/build/recf1de64.cpp_r.deps” -o “/Users/aleana/Desktop/Work/Glyph_2/Glyph.buildv1.1.14/ios_debug/build/recf1de64.cpp_r.o” “/Applications/Monkey2-v2018.06/modules/emscripten/emscripten.buildv1.1.14/ios_debug/include/_r.cpp”
clang: error: no such file or directory: ‘/Applications/Monkey2-v2018.06/modules/emscripten/emscripten.buildv1.1.14/ios_debug/include/_r.cpp’
clang: error: no input files***** Fatal mx2cc error *****
Internal mx2cc build error
Thank you for helping me. Boy oh boy did that take forever to run.
I attempted to rebuild the modules (cmd+U), and it had an error toward the end:
Mx2cc version 1.1.14
***** Making module ‘monkey’ (emscripten release llvm gcc) *****
Parsing…
Semanting…
Translating…
Compiling…
Build error: System command failed:em++ -c -std=c++11 -s USE_SDL=2 -s TOTAL_MEMORY=268435456 -s DISABLE_EXCEPTION_CATCHING=1 -O3 -DNDEBUG -I”/Applications/Monkey2-v2018.06/modules/” -I”/Applications/Monkey2-v2018.06/modules/monkey/native” -MMD -MF”/Applications/Monkey2-v2018.06/modules/monkey/monkey.buildv1.1.14/emscripten_release/build/monkeye71b0cf4.cpp.deps” -o “/Applications/Monkey2-v2018.06/modules/monkey/monkey.buildv1.1.14/emscripten_release/build/monkeye71b0cf4.cpp.o” “/Applications/Monkey2-v2018.06/modules/monkey/monkey.buildv1.1.14/emscripten_release/src/monkey_monkey.cpp”
sh: em++: command not found
***** Fatal mx2cc error *****
Internal mx2cc build error
Update modules failed.
And out of morbid curiosity, I attempted to compile my game – to no avail. (same build error as before). Again, I am grateful for the help. Is there something else that might be wrong? Why might this emscription failure occur?
Thank you very much, abakobo.
Thank you so much!!! It’s showing up now!
when you ask “can I view the model in the ted2go IDE?” are you implying that there’s a way to see it without running my code?
I’m not sure if it matters, but, my laptop with a 940MX (Nvidia) shows no glitchiness, with or without the 2D call. Maybe it’s a driver issue? A GL issue? I just don’t have the resources to investigate this.
Best wishes everyone.
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