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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