I'm just hoping that someone might have stumbled on something similar, and can give me a pointer before I abandon xcode 4 and return to 3...
I rebuilt orx's supporting libs, then orx. Then I rebuilt my application, which runs almost perfectly. The physics work, i.e. objects collide and react to each other. The problem is that physics events never make it through to my callback.
When I used the prebuilt orx binary under xcode 3.2, the callback was always called with physics events.
Other events that my game listens for, do work. I haven't changed any game code since making the OS & xcode switch. I'm assuming that I did something funny when I built orx (or possibly Box2d). I'm still trying to get a debug version of orx to work, but so far haven't had any luck...
Thanks!
jonc
Comments
Did you replace all the orx .h in your project after building your own version of orx? It's not much of a lead but that's the only one I have for now.
I guess the next step would be to put a breakpoint in src/plugins/physics/Box2d/orxPhysics.cpp at the end of the orxPhysics_Update() function, where events are sent and trace to see what happens?
Let us know what you've found after a night of sleep.
Finally found a rogue "liborx.dylib" that my project was picking up when running, rather than the version that I had built. Seems that all is working now! Thanks again.