Hi Ron, Apple keep moving the goal posts on their platform so it's a case of keep trying to catch up with whatever the new flavour of the month is. In OSG svn/trunk I have checked in a submissions that allows one toggle which libs to link against, look out for the OSG_CXX_LANGUAGE_STANDARD option, set it to either C++98 or C++11.
Robert. On 9 November 2013 19:25, Ronald Aldrich <[email protected]> wrote: > It appears that the issue is that OpenSceneGraph is linked against > libstdc++, while my application was being linked against libc++. > > According to the documentation for libc++ ( http://libcxx.llvm.org ), the > two are not ABI compatible, and with the amount of inline code used in > OpenSceneGraph, it's not surprising that the two don't co-exist. > > Linking my application against libstdc++ stopped it from crashing, which > should solve the issue for now, but I'd really like to be using libc++ > instead, because it brings C++11 compatibility as well as performance > improvements. > > So, what would it take to configure OpenSceneGraph's build environment to > link against libc++, rather than libstdc++? > > - Ron > > On Nov 8, 2013, at 10:37 PM, Ronald Aldrich <[email protected]> wrote: > > Hello All, > > I'm new to OpenSceneGraph, so please bear with me. > > I'm attempting to write a Mac OS X native (cocoa) application that uses > OpenSceneGraph, and I'm having some difficulty. > > I created an XCode project to build OpenSceneGraph as a set of frameworks > (Using CMake), and I think I was mostly successful at that. > > Now, I'm trying to use those frameworks within my own application, and > having some difficulty. > > I've created a class (OSGView) along the lines of the OSGViewerCocoa > OSGViewer class - simplified, and modified for ARC. That class doesn't > populate the scene data, and when the application runs, a view filled with > blue is displayed - so good, so far. > > Next, I tried to create a triangle mesh to populate the scene data with, > and that's where my problem occurs - when one of the array objects I > created is deleted, the application crashes. > > I can simplify the problem down to the following: > > - (void) test > { > osg::ref_ptr<osg::Vec3Array> theVertices = new osg::Vec3Array(0); > } > > When the Vec3Array is deleted, it crashes at the end of Object::~Object(), > with the code > > Thread 1: EXC_BAD_ACCESS (code=1, address= 0xfffffffffffffff8) > > I then thought I'd go back to basics, and build the OSGViewerCocoa > example, to see how it works, but when I build it, all I get is a unix > executable (OSGViewerCocoad), which doesn't run because it isn't assembled > as a complete Mac application. > > I suspect that the problem I'm having is caused by a mix of build > environments - CMake for OpenSceneGraph, and XCode (LLVM) for my > application, but I've got no idea how to resolve that since CMake doesn't > appear to be able to create complete applications. > > So, does anyone have a suggestion? > > TIA, > > Ron Aldrich > > _______________________________________________ > 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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