How do we deploy an OSG app that we compiled in VC++ 2008?
Because simply the .exe will not work on other computers (naturally).
I've tried using VC redist. and friends, but with no avail...
I have heard of static linking, but how would that work?
I would greatly appreciate any helpful
I think when you COMPILE the application, you tell VC to statically link the
libraries...
I believe VC creates the DLL because of the makfile configuration, but that
shouldn't change anything much...
-Masoug
--
Read this topic online here:
Thanks a lot for all the helpful responses! :D
Currently, I am a little busy, and I can't get to try it out yet, but I'll keep
you guys posted!
THANKS!
-masoug
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25638#25638
Usually it is not a good idea to attempt to run things from Debug mode...
I think it might have something to do with your PATH variables...
Wat about your manifest file?
-Masoug
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Hi J-S,
However, running a debug binary on a machine that does not have the same
version of Visual Studio installed won't work in general (there are ways to
get it to work, but it's pretty complicated).
Sorry, I did not phrase that correctly. That was what I meant. I was in a
ruch when I
Hi Fred,
A good idea is to just turn the file into a .osg and since .osg are text
files, you can change them from there.
-Masoug
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How about:
It is okay to run binaries, but it is not used for release versions, so
don't use them to deploy your app;.
-Masoug
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In Cmake, is there some sort of option for 32-bit and/or 64-bit?
Because there might be a thing with how the dlls work in different
environments...
-Masoug
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Are you using the source code or the pre-built binaries?
-Masoug
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Hi,
I am not too sure, but you can try OSGEdit...http://osgedit.sourceforge.net/
It didn't work on my computer, but it might work on yours. Although it is
rather old...
Do you have Maya or 3DS MAX? Those should work well.
Blenderhttp://blender.orgis also a very good modeller as well as an
open
Hi,
Just curious, I noticed that in a lot of the code, we use stuff like
osg::someFunctio() and etc...
Could we use a namespace using namespace osg; to avoid having to write
osg:: every single time?
THANKS!!
-Masoug
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Essentially, it REALLY depends, because some formats are text based while
others may be proprietary file types. Some are designed for animation,
others may include textures. It might help to try experimenting with some of
them. See which ones you like.
-Masoug
Thanks for the helpful replies! So it is just a matter of preference, i
guess :)
-Masoug
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Hi,
Is it really possbile to develop OSG applications for the playstation 2? I
heard that OSG has this capability, but a google search didn't really help
much. Has anyone been successful in getting an OSG app to work like a real
game on the PS2? I am a little curious about OSG on the PS2, I would
Yeah, that's what I heard...
Thanks though!
-Masoug
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It looks to me that the PS2 might have enough power to run OSG, given that
it has sufficient processors which handle different parts of the
simulation...
I'll ask Mike.
Thanks!
-Masoug
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On Tue, Apr 26, 2011 at 3:39 AM, Jan Ciger jan.ci...@gmail.com wrote:
Quite a few years back I saw online that someone had ported the OSG to
PS2, but the port never got submitted for inclusion with the OSG. I
don't know of any PS3 ports of the OSG, but in theory it should be
possible
-0/)
but for some reason, OSG just doesn't want to show the video stream. As a
side note, I also cannot see the default cube in the osgartsimple example.
Any thoughts or suggestions?
Thanks!
-Mas oug
P.S. Running linux with OSG version 3.0.1
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