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. > > > > Best regards > > > > /Filip Wänström > > Creative Engineer - Visualization > > The Interactive Institute > > Norrköping, Sweden > > > > > > > > > > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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