Hi Watson,
I'm doing exactly the same thing with some software I'm developing.
My program is being developed on a mac, but with the intention that
it should be subsequently ported to other platforms. OSG is
wonderfully platform agnostic, especially if you can do away with
producer and use your own windowing code, though producer does
support mac/linux/windows, so if they're your only platforms of
concern you might not mind that restriction. Other than that, the
usual rules of cross platform development will obviously apply to
your own code, keep everything platform specific away from the
general iso-c++ stuff, consider using polymorphism to abstract
platform specifics from general application concepts.
On a slightly unrelated topic, how do you find developing your code
on a mac? I've been a long time mac user (over a decade), but I've
been growing increasingly disgruntled with the state of 3d
development on the mac, glsl support in particular. Sometimes I
wonder if disposing of the niceties of osx in favour of real real gpu
drivers wouldn't be worth it. It's downright ridiculous that a quad
g5 with 8gb of ram and a 7800gt shouldn't support floating point
fbos, or up until recently, glsl at all :(
Alan.
On 1 Oct 2006, at 02:22, Watson Ladd wrote:
Hello,
I am working on a cross-platform app that uses OSG. The primary
development environment is a Mac. The goal is to minimize per-OS
build
system changes. How should I do this?
Thanks,
Watson Ladd.
--
They who would give up an essential liberty for temporary security,
deserve neither liberty or security
--Benjamin Franklin
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