These are three OpenGL demos “screen saver”, “wooden puzzle”, “elasto dynamics”, each derived from the Apple demo called “GLUTBasics” in Apple’s collection of OpenGL demos.
If you have a Mac and Xcode you may fetch that demo and over-write either these files or these therein, but
here, here and here are respective zip files that expand to ready to run Mac OS 10 demos.
Xcode Lore
For those who don’t want to read the Xcode documentation:
To set compiler options (if you know command line gcc but not the Xcode IDE)
In the main IDE window select “Implementation Files” and then select file to be compiled.
Project > Get Info > Build and the edit options as if they were going on the command line.
To Build an App from a .sit found in Apple’s OpenGL x-code demos
- double click .sit (at this point you can edit the source.)
- delete build folder and any apps
- double click .xcode file
- Build > Show Detailed Build Results > Active build style > Deployment
- Build > Build
- App appears as GLUTBasics/build/GLUTBasics
- That is a bundle which means that it is really a directory that Finder is trying to conceal from you.
It is an application that you can click on.
Select it and do “Menu > File > Create Archive of GLUTBasics”.
That yields a .zip file that can be moved about as a binary and reconstituted on modern Macs.
- Circa 2006: see about nested functions.
Checklist for compiling “Universal Aplications” (so far)
In Xcode main window > Groups & Files > Targets > double click some target > Target "targetName" Info > Build > Configuration: Deployment > Collection: Architectures > Setting > double click on “Architectures” > select both “PPC” and “i386”
When done debugging, and ready to produce “shippable” app, do a “Build and Go” which will bring up a “zot − Run Log”.
Above “Active Build Configuration” in that window, select “Deployment”.
Then do “Build and Go” again.
Find shippable app in directory <build/Deployment/>.
Some OpenGL debug hints and tools
Mac Graphics Flushing Tips
VBL syncing for OpenGl (TN2014).