Hi Mike, Attached is a cmake toolchain to build osg against GLES2. You need to comment lines from 204 - 207 in the CMakeLists.txt:
#the below is taken from ogre, it states the gcc stuff needs to happen before PROJECT() is called. I've no clue if we even need it # Force gcc <= 4.2 on iPhone #include(CMakeForceCompiler) #CMAKE_FORCE_C_COMPILER(gcc-4.2 GNU) #CMAKE_FORCE_CXX_COMPILER(gcc-4.2 GNU) #SET(GCC_THUMB_SUPPORT NO) And then simply do: $cmake -DCMAKE_TOOLCHAIN_FILE=iOS5_GLES2.cmake and make install or if you prefer to compile in XCode: $cmake -GXCode -DCMAKE_TOOLCHAIN_FILE=iOS5_GLES2.cmake If it solves your problem please report here and I will try to submit this with a simple GLES2 example. Cheers. 2012/3/8 Mike Wozniewski <m...@mikewoz.com> > Hi Tobias, > > Is there any chance you can post your cmake command that builds for OpenGL > ES2? I tried yours (had to change the SDK to 5.0) but I get a ton of > compile errors, starting with: > > 'glLoadMatrixf' was not declared in this scope > > Thanks, > Mike > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=46116#46116 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres Fabra gvSIG 3D blog http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es
# force CMake to assume crosscompiling set(CMAKE_CROSSCOMPILING 1) # assume we are somewhat on a Darwin system set(CMAKE_SYSTEM_NAME Darwin) set(CMAKE_SYSTEM_PROCESSOR arm ) # set the platform flags manually set(APPLE 1) set(IOS 1) # hard set values set(IOS_SDK_VERSION "5.0") set(IOS_TARGET "iPhoneOS") set(IOS_ARCH "armv7") # some internal values set(IOS_DEVELOPER_ROOT "/Developer/Platforms/${IOS_TARGET}.platform/Developer") set(IOS_SDK_ROOT "${IOS_DEVELOPER_ROOT}/SDKs/${IOS_TARGET}${IOS_SDK_VERSION}.sdk") # for Xcode 4.x we need to set the sysroot to the internal string if(XCODE) set(CMAKE_OSX_SYSROOT "${IOS_SDK_ROOT}" CACHE STRING "SDK version" FORCE) else() set(CMAKE_OSX_SYSROOT "${IOS_SDK_ROOT}" CACHE STRING "SDK version" FORCE) endif() # set(CMAKE_OSX_ARCHITECTURES "${IOS_ARCH}" CACHE STRING "SDK Architecture" FORCE) # default to searching for frameworks first set (CMAKE_FIND_FRAMEWORK FIRST) # set up the default search directories for frameworks set (CMAKE_SYSTEM_FRAMEWORK_PATH ${IOS_SDK_ROOT}/System/Library/Frameworks ${IOS_SDK_ROOT}/System/Library/PrivateFrameworks ${IOS_SDK_ROOT}/Developer/Library/Frameworks ) # set appropriate flags set(CMAKE_C_FLAGS "--sysroot=${IOS_SDK_ROOT} -miphoneos-version-min=${IOS_SDK_VERSION} -arch ${IOS_ARCH} -v" CACHE STRING "C flags" FORCE) set(CMAKE_CXX_FLAGS "${CMAKE_C_FLAGS}" CACHE STRING "C++ flags" FORCE) # specify compiler set(CMAKE_C_COMPILER "${IOS_DEVELOPER_ROOT}/usr/bin/clang" CACHE PATH "C compiler" FORCE) set(CMAKE_CXX_COMPILER "${IOS_DEVELOPER_ROOT}/usr/bin/clang++" CACHE PATH "C++ compiler" FORCE) # for Xcode we need to skip the compiler introspection if(XCODE) set(CMAKE_CXX_COMPILER_WORKS TRUE) set(CMAKE_C_COMPILER_WORKS TRUE) endif() # root path settings set(CMAKE_FIND_ROOT_PATH ${IOS_DEVELOPER_ROOT} ${IOS_SDK_ROOT}/usr ${IOS_SDK_ROOT}/System ) FIND_LIBRARY(OPENGLES_LIBRARY OpenGLES) # search paths (for makefiles the first one might be switched to "NEVER") set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM ONLY) set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY) set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY) SET(OSG_WINDOWING_SYSTEM "IOS" CACHE STRING "Forced IPhone windowing system on iOS" FORCE) SET(OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX "imageio" CACHE STRING "Forced imageio default image plugin for iOS" FORCE) #set OpenGL_ES2 Flags SET(OSG_BUILD_PLATFORM_IPHONE "ON" CACHE STRING "Forced iOS Platform" FORCE) SET(OSG_GL1_AVAILABLE "OFF" CACHE STRING "Forced for GLES2 compilation" FORCE ) SET(OSG_GL2_AVAILABLE "OFF" CACHE STRING "Forced for GLES2 compilation" FORCE) SET(OSG_GLES1_AVAILABLE "OFF" CACHE STRING "Forced for GLES2 compilation" FORCE) SET(OSG_GLES2_AVAILABLE "ON" CACHE STRING "Forced for GLES2 compilation" FORCE) SET(OSG_GL_DISPLAYLISTS_AVAILABLE "OFF" CACHE STRING "Forced iOS Platform" FORCE) SET(OSG_GL_LIBRARY_STATIC "OFF" CACHE STRING "Forced iOS Platform" FORCE) SET(OSG_GL_MATRICES_AVAILABLE "OFF" CACHE STRING "Forced for GLES2 compilation" FORCE) SET(OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE "OFF" CACHE STRING "Forced for GLES2 compilation" FORCE) SET(OSG_GL_VERTEX_FUNCS_AVAILABLE "OFF" CACHE STRING "Forced for GLES2 compilation" FORCE) SET(DYNAMIC_OPENSCENEGRAPH "OFF" CACHE STRING "Forced iOS Platform" FORCE) SET(DYNAMIC_OPENTHREADS "OFF" CACHE STRING "Forced iOS Platform" FORCE) SET(_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS_EXITCODE "0" CACHE STRING "Forced iOS Platform" FORCE) SET (BUILD_OSG_APPLICATIONS "OFF" CACHE STRING "Forced iOS Platform" FORCE) SET(_OPENTHREADS_ATOMIC_USE_BSD_ATOMIC_EXITCODE "0" CACHE STRING "Forced IPhone Platform" FORCE) SET (BUILD_OSG_EXAMPLES "ON" CACHE STRING "Forced iOS Platform" FORCE)
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