After compiling Godot 4, Mac OS X I get these errors when I run it to open up a project. I also get this pop

Did I miss enabling an option?

Here is the command I use:
godot4 project.godot --rendering-driver opengl3

How to fix?

Godot Engine v4.0.alpha.custom_build (c) 2007-2022 Juan Linietsky, Ariel Manzur & Godot Contributors.
--- Debug adapter server started ---
--- GDScript language server started ---
Can't open dynamic library: ~/gd4/godot/modules/text_server_adv/gdextension_build/bin/libtextserver_advanced.macos.debug.framework, error: dlopen(/usr/local/bin/../Frameworks/libtextserver_advanced.macos.debug.framework, 2): image not found.
core/extension/native_extension.cpp:266 - GDExtension dynamic library not found: ~/gd4/godot/modules/text_server_adv/gdextension_build/bin/libtextserver_advanced.macos.debug.framework
Failed loading resource: res://godot/modules/text_server_adv/gdextension_build/text_server_adv.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
Can't open dynamic library: ~/gd4/godot/modules/text_server_fb/gdextension_build/bin/libtextserver_fallback.macos.debug.framework, error: dlopen(/usr/local/bin/../Frameworks/libtextserver_fallback.macos.debug.framework, 2): image not found.
core/extension/native_extension.cpp:266 - GDExtension dynamic library not found: ~/gd4/godot/modules/text_server_fb/gdextension_build/bin/libtextserver_fallback.macos.debug.framework
Failed loading resource: res://godot/modules/text_server_fb/gdextension_build/text_server_fb.gdextension. Make sure resources have been imported by opening the project in the editor at least once.

  • Megalomaniak replied to this.
  • Actually I was told I can run opengl3 using the --rendering-driver option.
    Anyway I created new project and all errors went away. All I have is the missing FBX message which I will disable. As you can see below it is working with OpenGL3. Now all I would like to figure out is to how to make the project start faster when I run it in the editor.

    ~/gd4/test_proj$ godot4 --rendering-driver opengl3 --editor --path .
    arguments
    0: godot4
    1: --rendering-driver
    2: opengl3
    3: --editor
    4: --path
    5: .
    Current path: ~/gd4/test_proj
    Godot Engine v4.0.alpha.custom_build.ea4b8de2b - https://godotengine.org
    OpenGL Renderer: NVIDIA GeForce GT 650M OpenGL Engine

    Registered camera FaceTime HD Camera (Built-in) with id 1 position 0 at index 0
    WARNING: blend shapes not supported by GLES3 renderer yet
    at: mesh_set_blend_shape_count (drivers/gles3/storage/mesh_storage.cpp:90)
    WARNING: FBX file import is enabled, but no FBX2glTF path is configured. FBX files will not be imported.
    at: _editor_init (modules/gltf/register_types.cpp:92)

    wyattbiker godot4 project.godot --rendering-driver opengl3

    Far as I'm aware godot 4 is currently vulkan only.

    Actually I was told I can run opengl3 using the --rendering-driver option.
    Anyway I created new project and all errors went away. All I have is the missing FBX message which I will disable. As you can see below it is working with OpenGL3. Now all I would like to figure out is to how to make the project start faster when I run it in the editor.

    ~/gd4/test_proj$ godot4 --rendering-driver opengl3 --editor --path .
    arguments
    0: godot4
    1: --rendering-driver
    2: opengl3
    3: --editor
    4: --path
    5: .
    Current path: ~/gd4/test_proj
    Godot Engine v4.0.alpha.custom_build.ea4b8de2b - https://godotengine.org
    OpenGL Renderer: NVIDIA GeForce GT 650M OpenGL Engine

    Registered camera FaceTime HD Camera (Built-in) with id 1 position 0 at index 0
    WARNING: blend shapes not supported by GLES3 renderer yet
    at: mesh_set_blend_shape_count (drivers/gles3/storage/mesh_storage.cpp:90)
    WARNING: FBX file import is enabled, but no FBX2glTF path is configured. FBX files will not be imported.
    at: _editor_init (modules/gltf/register_types.cpp:92)

      wyattbiker Actually I was told I can run opengl3 using the --rendering-driver option.

      First time I'm hearing it, but glad to hear it then.

      Yes, OpenGL is in Godot 4.0 but it's not finished and missing a lot of things. I'm trying to contribute so we can get it working (unlikely for 4.0, but probably for 4.1). It's probably functional for a simple 2D game, for 3D there is just a lot of work left. But I should have more time after I graduate in September, so I plan to dedicate myself to working with the Godot team to get this up to speed.

      @cybereality : I assume Godot 4 will not have problems with an OpenGL 4.5 context running in an extension ?

      At least until I got I got the hang of Vulkan and all the rat tails connected to it like memory management and concurrency.

      Honestly, I don't know. I just started reading through the code to get familiar, but it's a lot to take in. From what I understand, it's a more modern implementation of OpenGL 3.3 (limited to the features of GLES 3.0), so some very old devices may not work. But that should mean that somewhat newer devices will have better performance and features than Godot 3.x had.