Hi Jean-Sébastien,
you can build universal binaries with intel 32 and 64 bit support, just
change CMAKE_OSX_ARCHITECTURES to "i386;x86_64".
Of course you have to make sure that all your third-party libraries are
"universal" and contain the architectures you intend to support.
ImageIO and Cocoa contain all the architectures you want. Quicktime and
Carbon are missing 64bit. So you should set
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to "imageio" and OSG_WINDOWING_SYSTEM
to "Cocoa" if you need 64 bit.
I have my own set of universal third-party libraries for OSG, not sure
whether there is a repository which gives you what you need.
A build should work just fine in a "single pass", you do not have to
build twice and then glue things together.
Kind regards,
Blasius
Am 08.12.10 16:14, schrieb Jean-Sébastien Guay:
Hello all,
I have a few questions about the MacOS X build. I believe now the
build all happens through CMake right? Can I build binaries of OSG
that would support both 32 and 64 bit intel?
I guess for this to work, I need all third-party libraries OSG links
with to be also 32+64 bit? Is there a repository for 3rdparty
libraries that would support this? (i.e Does fink or some other place
give you both?) For example I guess I need freetype at least... The
windowing should be done in the right way for each build, i.e. Cocoa
or Carbon depending on 32 or 64 bit? And reading images is done
through ImageIO, does this support both 32 and 64 bit?
In general, say I want to build a library I coded as 32+64 bit, what
is the process? Do I need to build twice with different gcc flags and
then package them into one library, or is it done in a single pass?
Can I do it with straight gcc or do I absolutely need to use XCode?
Sorry for the long list of questions, but we're starting to support
Mac OS X for a client and this is kind of new territory for us.
Thanks in advance,
J-S
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org