Hi Robert,
I hadn't tried osgstaticviewer since I didn't found it among the source
code examples, I didn't know there are more examples on the wiki. Now
I've seen that it's necessary to add:
USE_GRAPHICSWINDOW()
and that those things with mangled_names can be replaced by
USE_OSGPLUGIN (the
Hi Iñaki,
For any static build work with the OSG I strongly recommend using the
latest stable release (2.8.2) or svn/trunk. Prior to this static
build really wasn't robust or clean enough to work properly.
Robert.
On Fri, Nov 20, 2009 at 10:14 AM, Iñaki García igar...@euve.org wrote:
Hi
Hi everybody:
I've a working application (Windows, MFC) with an OSG scene in one
window, that works correctly when I use OSG's DLLs. But, in order to
distribute it, I prefer an all-in-one executable, so I've built OSG
v2.8.2 statically, linked to my app with success.
But when I run it, it
Hi Iñaki? García?
Could you sign with the name you wish to be addressed as, as it makes
it easier to avoid addressing you incorrectly, thanks.
W.r.t getting things working under a static build, the main problem
that you have to deal with is that the compiler will not bother
linking in symbols
Iñaki García wrote:
And that's because that function is:
static ref_ptrGraphicsContext::WindowingSystemInterface
windowingSystemInterfaceRef()
{
static ref_ptrGraphicsContext::WindowingSystemInterface
s_WindowingSystemInterface;
return s_WindowingSystemInterface;
}
At a muddled
Hi Robert,
I know the issue with the dynamic plugin registration, and the mangled
names that I have to force including in order to make the plugins link
into my binary. But what is very rare is that I *explicitly* call
createGraphicsContext, which calls windowingSystemInterfaceRef, which
Hi Iñaki,
Have you tried osgstaticviewer? Please have a look at it, it's the
definitive way to get the OSG working statically.
Robert.
On Wed, Nov 18, 2009 at 6:21 PM, Iñaki García igar...@euve.org wrote:
Hi Robert,
I know the issue with the dynamic plugin registration, and the mangled
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