I mean that I wonder whether the arguments going to the compilation of
OpenThreads C++ files are built for one architecture (64 bits) and the
link of the OpenThreads library for another (32).  I'm guessing, to be
honest, but it is my attempt at explaining the error:
----
.\openthreads.dir\release\WIN32Condition.obj : fatal error LNK1112:
module machine type 'x64' conflicts with target machine type 'X86'
----
during the link.


Did my attachment come through, showing all the arguments?  If someone
windows-friendly could take a look at it, I'd appreciate it.

I've built on win64 in the past.  I ran cmake on my 32-bit box, then
built in visual studio on the win64 box.  This time, I've got it hooked
into our build system, and I'm running cmake and the actual build (not
from visual studio) on win64.  I think it is probably something I can
configure, but think I need input from someone with more windows _and_
building OSG experience than I have.

thanks
andy


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, July 13, 2007 9:08 AM
To: osg users
Subject: Re: [osg-users] building on windows 64

On 7/13/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> Yes, my OpenThreads is inside OpenSceneGraph/src.
>
> Could someone explain to me the win32 subdirectory in OpenThreads?  Is
> that supposed to work with Windows 64?

Yes.  Many win32 API's are still applicable to 64 bit build.

Others have reported success on building the OSG on 64 windows so I
don't believe there is any major issue.

> Maybe my problem is just that the compile is using one machine
> architecture, and the link is using another.

When you say link, you mean you app that links to the OSG is built on
a machine with another architecture?

Robert.
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