Hi, After some struggle I have managed to make a cookbook for building OSG with Visual C++ 2015. This is very exciting because I should finally be able to build our structural impact modeling application on Windows. There are a few items that would be great to get some feedback on:
For best (release build) performance would it make sense to use /fp:fast (along with /O2 /GS-) or could this create problems with propagation of the NaNs that can arise in OSG? Would trying to build with Intel C++ likely to give significantly better performance? This is probably a question of whether OSG would benefit from its better auto-vectorization. If I stick with the VC++ 2015 OSG build I should be OK linking my application built with Intel C++ 2016 to it since they seem to be binary compatible, right? Since I'll need to build future OSG releases I am willing to host the Windows OSG (starting with 3.4.0) binary packages on our company website if someone on the OSG team wants to add a link to it on the Stable Releases page. Just let me know who best to contact. Thank you! Cheers, Stuart[/list] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66848#66848 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

