[osg-users] 2.6 Mac OS X issues and some solutions
Hi there! I tried out to run the 2.6 source release on my MacBook Pro (Leopard 10.5.4) And run into some issues but it seems that I resolved them in the process and I want to share my experience in order to help others in a similar situation. First: 1. The provided Xcode project is out of date/doesn't work. I didn't bother further with that after the initial failure to get it to work. 2. There seems to be no updated info on what to do with the Mac version except that its seems hard, its not supported and Apple has broken binary compatibility going from Tiger to Leopard. Scary stuff. I would have stopped here if it wasn't for that I badly want Mac to be a viable development environment for me. Maybe some old info could be removed and replaced with a simple 1.2.3 list of what to do now. Anyway, I decided to go the CMake route even though it's not exactly well documented anywhere (neither osg site or CMake homepage talks much about the current status of Mac) In short it worked, but not completely flawlessly. I found the following issues: 1. There is not much documentation (The biggest problem is that a lot of documentation is contradictory or just to old). So it's trial and error (and patience). 2. The install script doesn't work since you have to run as root/su to install in /usr/local 3. After install. You need to set OSG_LIBRARY_PATH to the plugin install dir 3b. Since this is very far from common practice when it comes to mac I think It can be good to provide an example: Recommended: 1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the example here) 2. Extract 3. Open terminal and go to your newly created directory (something like ~/tmp/OpenSceneGraph-2.6.0) 4. Create a place for building the project (like: ~/tmp/osgbuild) 5. Enter that dir 5. run cmake with the flag -GXcode (cmake -GXcode ../OpenSceneGraph-2.6.0) 6. start ccmake to configure further (you probably want to build the examples) (ccmake ../OpenSceneGraph-2.6.0) 7. In the text-gui of ccmake. make changes like turn on the examples build. then configure and generate project (c, g) 8. Start the xcodeproject and build ( 9. run the installscript from the command line with su privileges ( or login as root user for this task) 10. in order to test examples and make sure that plugins work: set the environment variables: Create a file called .profile in you root. export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/ export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/ Hope this help some other to shorten the time to get it working on the mac. Best regards /Filip Wänström Creative Engineer - Visualization The Interactive Institute Norrköping, Sweden ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Hi Filip, I'm afraid the OSX side is still a bit in flux, do to a range of reasons - not all under our control. Apple themselves have thrown a couple of spanners in the works when moving from 10.4.x to 10.5.x, Xcode have provided not be forward/backwards compatible so the Xcode projects can't break quite easily if you don't use the same version that the maintainer used and Apple SDK versions also a bit sensitive. Cmake is in flux as, and we are also migrating to use Cmake under OSX. I just so happened to be on OSX 10.5 box yesterday and compiling the SVN trunk version of the OSG and encountered problems too. The initial show stopper was that I CMake 2.6.0 hung when running the initial cmake or ccmake command. Moving to Cmake 2.6.1 fixed this CMake bug and got the GNUmakefiles built. The OSG and Present3D then built without problems. I didn't on this occasion test the Xcode project build form CMake though. Since the OSX platform is so much in flux it does require active maintenance to keep things working, in facts it probably the platform that requires the highest effort maintenance wise, even more than windows, yet has a much smaller user base, so for good support it does require OSX user to be particularly proactive in helping maintain the platform - this includes documentation as much as coding. This applies to the CMake community as well as the OSG community - proactive OSX users/maintainers are gold dust! Robert. On Thu, Sep 4, 2008 at 10:24 AM, Filip Wänström [EMAIL PROTECTED] wrote: Hi there! I tried out to run the 2.6 source release on my MacBook Pro (Leopard 10.5.4) And run into some issues but it seems that I resolved them in the process and I want to share my experience in order to help others in a similar situation. First: 1. The provided Xcode project is out of date/doesn't work. I didn't bother further with that after the initial failure to get it to work. 2. There seems to be no updated info on what to do with the Mac version except that its seems hard, its not supported and Apple has broken binary compatibility going from Tiger to Leopard. Scary stuff. I would have stopped here if it wasn't for that I badly want Mac to be a viable development environment for me. Maybe some old info could be removed and replaced with a simple 1.2.3 list of what to do now. Anyway, I decided to go the CMake route even though it's not exactly well documented anywhere (neither osg site or CMake homepage talks much about the current status of Mac) In short it worked, but not completely flawlessly. I found the following issues: 1. There is not much documentation (The biggest problem is that a lot of documentation is contradictory or just to old). So it's trial and error (and patience). 2. The install script doesn't work since you have to run as root/su to install in /usr/local 3. After install. You need to set OSG_LIBRARY_PATH to the plugin install dir 3b. Since this is very far from common practice when it comes to mac I think It can be good to provide an example: Recommended: 1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the example here) 2. Extract 3. Open terminal and go to your newly created directory (something like ~/tmp/OpenSceneGraph-2.6.0) 4. Create a place for building the project (like: ~/tmp/osgbuild) 5. Enter that dir 5. run cmake with the flag -GXcode (cmake -GXcode ../OpenSceneGraph-2.6.0) 6. start ccmake to configure further (you probably want to build the examples) (ccmake ../OpenSceneGraph-2.6.0) 7. In the text-gui of ccmake. make changes like turn on the examples build. then configure and generate project (c, g) 8. Start the xcodeproject and build ( 9. run the installscript from the command line with su privileges ( or login as root user for this task) 10. in order to test examples and make sure that plugins work: set the environment variables: Create a file called .profile in you root. export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/ export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/ Hope this help some other to shorten the time to get it working on the mac. Best regards /Filip Wänström Creative Engineer - Visualization The Interactive Institute Norrköping, Sweden ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Hi again, wanted to add that the template xcode OSG Application needs to be updated. (and changed if you want it to work right now) Since I tried the CMake route that creates regular .so files and headers in /usr/local instead of creating mac os frameworks the template need to be changed by removing all the framework linkings. In addition, some of the headers in the precompiled header file is out of date it seems. Introspection and osgSim/OpenFlightOptimizer I willl change the template so it works with libs and am of course willing to share if anyone want it. I'm not saying that the template should be changed to using regular libs instead of frameworks in the long run but for the time being that is the easiest way for me to start developing on the mac (and get a homey linux feeling as well..) I'm not sure what the status is for generating frameworks from the xcode project that CMake creates. Hopeully this is remedied in a not to far future. For now, I'm glad that I can use xcode to create osg projects that works fine. /Filip On Thu, Sep 4, 2008 at 11:24 AM, Filip Wänström [EMAIL PROTECTED]wrote: Hi there! I tried out to run the 2.6 source release on my MacBook Pro (Leopard 10.5.4) And run into some issues but it seems that I resolved them in the process and I want to share my experience in order to help others in a similar situation. First: 1. The provided Xcode project is out of date/doesn't work. I didn't bother further with that after the initial failure to get it to work. 2. There seems to be no updated info on what to do with the Mac version except that its seems hard, its not supported and Apple has broken binary compatibility going from Tiger to Leopard. Scary stuff. I would have stopped here if it wasn't for that I badly want Mac to be a viable development environment for me. Maybe some old info could be removed and replaced with a simple 1.2.3 list of what to do now. Anyway, I decided to go the CMake route even though it's not exactly well documented anywhere (neither osg site or CMake homepage talks much about the current status of Mac) In short it worked, but not completely flawlessly. I found the following issues: 1. There is not much documentation (The biggest problem is that a lot of documentation is contradictory or just to old). So it's trial and error (and patience). 2. The install script doesn't work since you have to run as root/su to install in /usr/local 3. After install. You need to set OSG_LIBRARY_PATH to the plugin install dir 3b. Since this is very far from common practice when it comes to mac I think It can be good to provide an example: Recommended: 1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the example here) 2. Extract 3. Open terminal and go to your newly created directory (something like ~/tmp/OpenSceneGraph-2.6.0) 4. Create a place for building the project (like: ~/tmp/osgbuild) 5. Enter that dir 5. run cmake with the flag -GXcode (cmake -GXcode ../OpenSceneGraph-2.6.0) 6. start ccmake to configure further (you probably want to build the examples) (ccmake ../OpenSceneGraph-2.6.0) 7. In the text-gui of ccmake. make changes like turn on the examples build. then configure and generate project (c, g) 8. Start the xcodeproject and build ( 9. run the installscript from the command line with su privileges ( or login as root user for this task) 10. in order to test examples and make sure that plugins work: set the environment variables: Create a file called .profile in you root. export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/ export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/ Hope this help some other to shorten the time to get it working on the mac. Best regards /Filip Wänström Creative Engineer - Visualization The Interactive Institute Norrköping, Sweden ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Thanks for your reply Robert! I know of the issues of the Mac and understand the situation. That is one of the reasons I write to this list: To share my experiences and hopefully help some other people. In general I find the Mac environment to be great for my productivity so I prefer to develop apps there as well. I will probably have to deliver on Windows and perhaps on linux but I view cross-platform-development as a good help to find hidden and nasty code :) Anyway, I hope that the Mac can be a viable platform for Mac OS X and that Apple fixes some of their more glaring problems soon. I hope I will be able to contribute in the future. /Filip On Thu, Sep 4, 2008 at 11:50 AM, Robert Osfield [EMAIL PROTECTED]wrote: Hi Filip, I'm afraid the OSX side is still a bit in flux, do to a range of reasons - not all under our control. Apple themselves have thrown a couple of spanners in the works when moving from 10.4.x to 10.5.x, Xcode have provided not be forward/backwards compatible so the Xcode projects can't break quite easily if you don't use the same version that the maintainer used and Apple SDK versions also a bit sensitive. Cmake is in flux as, and we are also migrating to use Cmake under OSX. I just so happened to be on OSX 10.5 box yesterday and compiling the SVN trunk version of the OSG and encountered problems too. The initial show stopper was that I CMake 2.6.0 hung when running the initial cmake or ccmake command. Moving to Cmake 2.6.1 fixed this CMake bug and got the GNUmakefiles built. The OSG and Present3D then built without problems. I didn't on this occasion test the Xcode project build form CMake though. Since the OSX platform is so much in flux it does require active maintenance to keep things working, in facts it probably the platform that requires the highest effort maintenance wise, even more than windows, yet has a much smaller user base, so for good support it does require OSX user to be particularly proactive in helping maintain the platform - this includes documentation as much as coding. This applies to the CMake community as well as the OSG community - proactive OSX users/maintainers are gold dust! Robert. On Thu, Sep 4, 2008 at 10:24 AM, Filip Wänström [EMAIL PROTECTED] wrote: Hi there! I tried out to run the 2.6 source release on my MacBook Pro (Leopard 10.5.4) And run into some issues but it seems that I resolved them in the process and I want to share my experience in order to help others in a similar situation. First: 1. The provided Xcode project is out of date/doesn't work. I didn't bother further with that after the initial failure to get it to work. 2. There seems to be no updated info on what to do with the Mac version except that its seems hard, its not supported and Apple has broken binary compatibility going from Tiger to Leopard. Scary stuff. I would have stopped here if it wasn't for that I badly want Mac to be a viable development environment for me. Maybe some old info could be removed and replaced with a simple 1.2.3 list of what to do now. Anyway, I decided to go the CMake route even though it's not exactly well documented anywhere (neither osg site or CMake homepage talks much about the current status of Mac) In short it worked, but not completely flawlessly. I found the following issues: 1. There is not much documentation (The biggest problem is that a lot of documentation is contradictory or just to old). So it's trial and error (and patience). 2. The install script doesn't work since you have to run as root/su to install in /usr/local 3. After install. You need to set OSG_LIBRARY_PATH to the plugin install dir 3b. Since this is very far from common practice when it comes to mac I think It can be good to provide an example: Recommended: 1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the example here) 2. Extract 3. Open terminal and go to your newly created directory (something like ~/tmp/OpenSceneGraph-2.6.0) 4. Create a place for building the project (like: ~/tmp/osgbuild) 5. Enter that dir 5. run cmake with the flag -GXcode (cmake -GXcode ../OpenSceneGraph-2.6.0) 6. start ccmake to configure further (you probably want to build the examples) (ccmake ../OpenSceneGraph-2.6.0) 7. In the text-gui of ccmake. make changes like turn on the examples build. then configure and generate project (c, g) 8. Start the xcodeproject and build ( 9. run the installscript from the command line with su privileges ( or login as root user for this task) 10. in order to test examples and make sure that plugins work: set the environment variables: Create a file called .profile in you root. export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/ export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/ Hope this help some other to shorten the time to get it working on the mac.
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Hi Filip, On Thu, Sep 4, 2008 at 11:14 AM, Filip Wänström [EMAIL PROTECTED] wrote: Since I tried the CMake route that creates regular .so files and headers in /usr/local instead of creating mac os frameworks the template need to be changed by removing all the framework linkings. In addition, some of the headers in the precompiled header file is out of date it seems. Introspection and osgSim/OpenFlightOptimizer Hopefully we'll be able to get the XCode generation from CMake working well enough before OSG-2.8 to enable us to remove all the old hand maintained XCode and the oddities like the above that go along with it. I have been threatening to retire the old XCode directory to the deprecated section of the OSG svn repository, perhaps now is the time to do it... it'd help concentrate our efforts of getting Cmake to work flawlessly and help avoid errors like the above creeping in unnoticed. Thoughts OSX users? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Filip Wänström schrieb: 1. There is not much documentation (The biggest problem is that a lot of documentation is contradictory or just to old). So it's trial and error (and patience). I am sorry, that the xcode-project didn't work for you -- I am maintaining it in my spare time. Unfortunatley I cannot donate as much time as I want to to keep the xcode project running. Maintaining the hand-crafted Xcode-project files is error-prone and tedious to do. But your problem is easy fixable. Just select the group osgWidget in OpenSceneGraph/src and reselect the source-folder. Unfortunately XCode stored an absolute path to the osgWidget folder. This worked for me, but not for you :) Regarding moving the XCode-folder to the deprecated section: As long as most OS X users do their stuff with libraries I am not against the move. Even better would be a cMake solution building frameworks natively. But I am not an cMake-guru and can't say anything about that route and if it works. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Filip Wänström wrote: Hi there! I tried out to run the 2.6 source release on my MacBook Pro (Leopard 10.5.4) And run into some issues but it seems that I resolved them in the process and I want to share my experience in order to help others in a similar situation. First: 1. The provided Xcode project is out of date/doesn't work. I didn't bother further with that after the initial failure to get it to work. 2. There seems to be no updated info on what to do with the Mac version except that its seems hard, its not supported and Apple has broken binary compatibility going from Tiger to Leopard. Scary stuff. I would have stopped here if it wasn't for that I badly want Mac to be a viable development environment for me. Maybe some old info could be removed and replaced with a simple 1.2.3 list of what to do now. Anyway, I decided to go the CMake route even though it's not exactly well documented anywhere (neither osg site or CMake homepage talks much about the current status of Mac) This is the recommended route on OSX. There are some notes in the README.txt in the root of the OSG distribution on OSX that outline many of the steps you list below. In short it worked, but not completely flawlessly. I found the following issues: 1. There is not much documentation (The biggest problem is that a lot of documentation is contradictory or just to old). So it's trial and error (and patience). There is documentation, but it is true that much of it is old. I haven't done much cleaning up yet. 2. The install script doesn't work since you have to run as root/su to install in /usr/local This is probably true. The install script probably needs work. 3. After install. You need to set OSG_LIBRARY_PATH to the plugin install dir Yes, I realize that this is not standard for OSX. I'm still trying to improve the process for OSX users. This is documented in the README.txt. 3b. Since this is very far from common practice when it comes to mac I think It can be good to provide an example: Recommended: 1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the example here) 2. Extract 3. Open terminal and go to your newly created directory (something like ~/tmp/OpenSceneGraph-2.6.0) 4. Create a place for building the project (like: ~/tmp/osgbuild) 5. Enter that dir 5. run cmake with the flag -GXcode (cmake -GXcode ../OpenSceneGraph-2.6.0) 6. start ccmake to configure further (you probably want to build the examples) (ccmake ../OpenSceneGraph-2.6.0) I recommend downloading the OSX GUI cmake tool from the cmake website to do the configuration. 7. In the text-gui of ccmake. make changes like turn on the examples build. then configure and generate project (c, g) 8. Start the xcodeproject and build ( 9. run the installscript from the command line with su privileges ( or login as root user for this task) 10. in order to test examples and make sure that plugins work: set the environment variables: Create a file called .profile in you root. export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/ export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
On 9/4/08, Robert Osfield [EMAIL PROTECTED] wrote: Hi Filip, On Thu, Sep 4, 2008 at 11:14 AM, Filip Wänström [EMAIL PROTECTED] wrote: Since I tried the CMake route that creates regular .so files and headers in /usr/local instead of creating mac os frameworks the template need to be changed by removing all the framework linkings. In addition, some of the headers in the precompiled header file is out of date it seems. Introspection and osgSim/OpenFlightOptimizer Hopefully we'll be able to get the XCode generation from CMake working well enough before OSG-2.8 to enable us to remove all the old hand maintained XCode and the oddities like the above that go along with it. I have been threatening to retire the old XCode directory to the deprecated section of the OSG svn repository, perhaps now is the time to do it... it'd help concentrate our efforts of getting Cmake to work flawlessly and help avoid errors like the above creeping in unnoticed. Thoughts OSX users? Robert. Sorry, I've been really busy with other things so I haven't been able to work directly on this. I have been trying to coordinate with Eric S. who has been making improvements to the CMake build system. I have independently been testing the final CMake support for framework building. I think we've weeded out all but one remaining bug. I have a demonstration/experimental build script that pushes a lot of the Mac CMake build features for Lua: http://www.assembla.com/wiki/show/lua It also offers a lot of specific GUI options for easy reconfiguration. I envision all the stuff I do there to be transplanted into OSG's build system. (Also, to see some other things I do, you can glance at some connected Lua projects from a superproject/forest I made for LuaDoc here: http://www.assembla.com/wiki/show/luadocsuperforest) I also have a long-lived branch of OSG with some initial framework building support and other Mac things found here: http://www.assembla.com/wiki/show/OpenSceneGraphHg It's quite a bit stale though as I haven't touched it since WWDC. Eric S. and I met at WWDC to discuss/work on the OSG build system and I pointed him to that as a reference. His current changes already submitted I believe already incorporate some of the stuff, though not the framework stuff yet. The Lua example may be easier to read since its much smaller. It is also more up-to-date and more complete (99%). Anyway, if everybody is free to look at my stuff and I'll be happy to help with questions you might have, though I'm still time crunched to find a large block of time to sit down and finish writing the thing. (That's what happened with my branch...I took too long, and it kept getting stale so the cost of resyncing with head starting eating up too much time.) Thanks, Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Stephan, I'm absolutely not in to here to point fingers etc. I just wanted to share my experience when trying to build on the Mac for the first time in a long long time (last time I tried all mac was X11 and the osg version was 0.9 or so). I'm not interested so much in explanations (even though they can be enlightening) as I am in solutions. I personally need to know if I can use the Mac as a development platform for real time 3D applications today. Can I use OSG to help me from reinventing the wheel? Do I have to abandon the Mac in favor for Windows? These are the questions I need to get answered. By myself and with the help from others. Like this eminent list. Obviously, things like what you describe can happen and can be easy to fix. But when you are evaluating a platform or and API, all friction works against it. Issues like that should be sorted out in the pre-rc state in a best case scenario. As its stands, one (me!) gets discouraged and tends to think that these issues reflect the general state of things... In any case, I think it would be good to make one single, clear, general and working path for the Mac OS X build. If one download code, one should be able to follow a tutorial along and get the stuff working. I hope no-one is offended by this as I fully understand that no one gets payed for making sure everything works fine etc etc. I have written down my experience, hopefully this can be used to change some of the documentation on the web. I can not change it myself (or can I?) Otherwise I could have made the changes on the Wiki/Trac. And, since I'm kind of new to this game (this time around) I thought it would be better to air my thoughts on this list. I have changed the xcode template on my system so that it uses libs instead. I could upload that somewhere if I knew how alongside information on how to do use it. (and for review, obviously) Anyway, I hope this might lead to further, and fruitful, discussion on the state of the Mac. Best regards /Filip On Thu, Sep 4, 2008 at 1:20 PM, Stephan Maximilian Huber [EMAIL PROTECTED] wrote: Filip Wänström schrieb: 1. There is not much documentation (The biggest problem is that a lot of documentation is contradictory or just to old). So it's trial and error (and patience). I am sorry, that the xcode-project didn't work for you -- I am maintaining it in my spare time. Unfortunatley I cannot donate as much time as I want to to keep the xcode project running. Maintaining the hand-crafted Xcode-project files is error-prone and tedious to do. But your problem is easy fixable. Just select the group osgWidget in OpenSceneGraph/src and reselect the source-folder. Unfortunately XCode stored an absolute path to the osgWidget folder. This worked for me, but not for you :) Regarding moving the XCode-folder to the deprecated section: As long as most OS X users do their stuff with libraries I am not against the move. Even better would be a cMake solution building frameworks natively. But I am not an cMake-guru and can't say anything about that route and if it works. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Filip Wänström wrote: Hi again, wanted to add that the template xcode OSG Application needs to be updated. (and changed if you want it to work right now) Since I tried the CMake route that creates regular .so files and headers in /usr/local instead of creating mac os frameworks the template need to be changed by removing all the framework linkings. In addition, some of the headers in the precompiled header file is out of date it seems. Introspection and osgSim/OpenFlightOptimizer I willl change the template so it works with libs and am of course willing to share if anyone want it. I'm not saying that the template should be changed to using regular libs instead of frameworks in the long run but for the time being that is the easiest way for me to start developing on the mac (and get a homey linux feeling as well..) I'm not sure what the status is for generating frameworks from the xcode project that CMake creates. Hopeully this is remedied in a not to far future. For now, I'm glad that I can use xcode to create osg projects that works fine. Yes, for now, the cmake project does not create OSG frameworks. We're working on this. Creating dylibs works fine. These dylibs can be installed on a developer's system or embedded into an application. Since most of the example programs require command-line arguments to run properly, it's not too much of a burden to set environment variables. Once we get frameworks built with cmake the environment variables should not be necessary. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Great, then I know that I have a working path and in the future it gets even better. :) Since I haven't used OSG for a few years (1.2 was the last thing I tried in 2006 I think) I have some catching up to do. And at that time I had to use Windows. This time around I hope I can use a Mac instead. If this works out I hope I will be able to contribute in some way. /Filip - back to coding... On Thu, Sep 4, 2008 at 2:34 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote: Filip Wänström wrote: Hi again, wanted to add that the template xcode OSG Application needs to be updated. (and changed if you want it to work right now) Since I tried the CMake route that creates regular .so files and headers in /usr/local instead of creating mac os frameworks the template need to be changed by removing all the framework linkings. In addition, some of the headers in the precompiled header file is out of date it seems. Introspection and osgSim/OpenFlightOptimizer I willl change the template so it works with libs and am of course willing to share if anyone want it. I'm not saying that the template should be changed to using regular libs instead of frameworks in the long run but for the time being that is the easiest way for me to start developing on the mac (and get a homey linux feeling as well..) I'm not sure what the status is for generating frameworks from the xcode project that CMake creates. Hopeully this is remedied in a not to far future. For now, I'm glad that I can use xcode to create osg projects that works fine. Yes, for now, the cmake project does not create OSG frameworks. We're working on this. Creating dylibs works fine. These dylibs can be installed on a developer's system or embedded into an application. Since most of the example programs require command-line arguments to run properly, it's not too much of a burden to set environment variables. Once we get frameworks built with cmake the environment variables should not be necessary. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
On 4 Sep 2008, at 14:34, Eric Sokolowsky wrote: Yes, for now, the cmake project does not create OSG frameworks. We're working on this. Creating dylibs works fine. These dylibs can be installed on a developer's system or embedded into an application. Since most of the example programs require command-line arguments to run properly, it's not too much of a burden to set environment variables. Once we get frameworks built with cmake the environment variables should not be necessary. I'd be happy to test any work-in-progress on building frameworks for CMake - and since OSG is currently 'unstable' it'd seem like a good time to get in into SVN so people can try it and work through and problems that arise. James ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.6 Mac OS X issues and some solutions
Hi, I also had strange experience on Mac OS X (10.5) MacBook Pro when I ran an OSG application (specificially osgShadow), my MBP rebooted. I just suspect Video card of my MBP (ATI Radeon). Anyone who has similar experience with me or can explain why? Cheers, Dongpyo On 9/4/08, James Turner [EMAIL PROTECTED] wrote: On 4 Sep 2008, at 14:34, Eric Sokolowsky wrote: Yes, for now, the cmake project does not create OSG frameworks. We're working on this. Creating dylibs works fine. These dylibs can be installed on a developer's system or embedded into an application. Since most of the example programs require command-line arguments to run properly, it's not too much of a burden to set environment variables. Once we get frameworks built with cmake the environment variables should not be necessary. I'd be happy to test any work-in-progress on building frameworks for CMake - and since OSG is currently 'unstable' it'd seem like a good time to get in into SVN so people can try it and work through and problems that arise. James ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- === Dongpyo Hong, Research Assistant 500-712 Oryong-dong Buk-gu Gwangju, Korea GIST U-VR Lab http://uvr.gist.ac.kr http://uvr.gist.ac.kr/~dhong e-mail: [EMAIL PROTECTED] Tel: +82-62-970-3157 (2279) Fax: +82-62-970-2204 === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org