Hi Eric, We'll try out you suggestions on running .app's tomorrow.
I don't think running things using ./osganimate,app/Contents/MacOS/osganimate is any way acceptable though, users who work on other platforms will expect the examples to all build and run like on any other platforms, its seems crazy that OSX should be so different. For instance try running the runexamples.bat with the .app approach... If we want to have native style OSX examples then fine, but I don't think this need spill over into standard OSG examples - they practically all expect command line options, its just the way they are written - they are OSG scene graph examples, they are not GUI examples. To help get things running in a more platform neutral way I've introduced a new variable into the CMake build for OSX, OSG_BUILD_APPLICATION_BUNDLES which you can use to switch on/off the use of bundles. I've set this to OFF so that things work more in keeping with the way the rest of world work. We've tested this change out on Martin's Mac Pro and things have now built and installed cleanly using CMake command line build. All the apps work pretty well as expected, and in keeping with general OpenSceneGraph docs on the running examples and test scripts. These changes are now checked into SVN. Robert. On 6/4/07, E. Wing <[EMAIL PROTECTED]> wrote:
So weird...it should work. There could be a bug somewhere. But ignoring that for a moment, for some app in your current directly like: osganimate.app You can run the from the command line via standard Unix ways by invoking the actual Unix executable inside the app, e.g. ./osganimate,app/Contents/MacOS/osganimate (You can also cd directly into that directory or invoke it from anywhere using relative or absolute paths, just as standard Unix). You can also pass command line arguments this way (remember that end users will never do this as most don't know what a command line is) ./osganimate,app/Contents/MacOS/osganimate --help You should also just be able to double-click osganimate.app in Finder (you don't see the .app extension). Also, another convenient command is 'open' which will launch a program from the command line as if the user had double-clicked it. open osganimate.app This works for both applications (.app) and also known data file formats (e.g. foo.mov will launch Quicktime Player and start playing the foo.mov movie file.) Another nifty trick is open . which opens a Finder window in your current directory. (You can also supply a path to elsewhere.) As for why it doesn't work for you and assuming you did everything correctly...I'm not sure. I haven't had that problem on my system (though I haven't svn updated in a bit). One thought is the install_name issue (see osgbuild), but we don't have that in the build system yet, so it should work at least in-place. Maybe it will break if you do a 'make install'. I don't know if CMake rewrites the install_name on install by default. If you're installing to a place not searched by Apple, and the install_name is not correct, the dynamic libraries will not be found (unless you explicitly set DYLD_LIBRARY_PATH) and the program will fail to launch. But on the command line, you should have seen a message complaining. My other thought is that you are trying to run a program that requires a command line argument (like an .osg model). This is a real sore point on double-click launching on all platforms (I really think a default fallback would be useful), but if you're invoking through the command line, you should have seen the text output. -Eric _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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