[osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
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 The provided Xcode project is out of date/doesn't work.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
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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Robert Osfield
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






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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
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






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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
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

2008-09-04 Thread Robert Osfield
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.
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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Stephan Maximilian Huber

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



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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Eric Sokolowsky

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/


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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread E. Wing
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
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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
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




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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Eric Sokolowsky

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
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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Filip Wänström
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

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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread James Turner


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

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Re: [osg-users] 2.6 Mac OS X issues and some solutions

2008-09-04 Thread Dongpyo Hong
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

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-- 
===
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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]
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