[osg-users] 2.6 Mac OS X issues and some solutions
filip.wanstrom at gmail.com
Thu Sep 4 03:14:01 PDT 2008
Hi again, wanted to add that the template xcode "OSG Application" needs to
be updated. (and changed if you want it to work right now)
Since I tried the CMake route that creates regular .so files and headers in
/usr/local instead of creating mac os frameworks the template need to be
changed by removing all the framework linkings. In addition, some of the
headers in the precompiled header file is out of date it seems.
Introspection and osgSim/OpenFlightOptimizer
I willl change the template so it works with libs and am of course willing
to share if anyone want it.
I'm not saying that the template should be changed to using regular libs
instead of frameworks in the long run but for the time being that is the
easiest way for me to start developing on the mac (and get a homey linux
feeling as well..)
I'm not sure what the status is for generating frameworks from the xcode
project that CMake creates. Hopeully this is remedied in a not to far
future. For now, I'm glad that I can use xcode to create osg projects that
On Thu, Sep 4, 2008 at 11:24 AM, Filip Wänström <filip.wanstrom at gmail.com>wrote:
> Hi there!
> I tried out to run the 2.6 source release on my MacBook Pro (Leopard
> 10.5.4) And run into some issues but it seems that I resolved them in the
> process and I want to share my experience in order to help others in a
> similar situation.
> 1. The provided Xcode project is out of date/doesn't work. I didn't bother
> further with that after the initial failure to get it to work.
> 2. There seems to be no updated info on what to do with the Mac version
> except that its seems hard, its not supported and Apple has broken binary
> compatibility going from Tiger to Leopard. Scary stuff. I would have stopped
> here if it wasn't for that I badly want Mac to be a viable development
> environment for me. Maybe some old info could be removed and replaced with
> a simple "1.2.3" list of what to do now.
> Anyway, I decided to go the CMake route even though it's not exactly well
> documented anywhere (neither osg site or CMake homepage talks much about the
> current status of Mac)
> In short it worked, but not completely flawlessly. I found the following
> 1. There is not much documentation (The biggest problem is that a lot of
> documentation is contradictory or just to old). So it's trial and error (and
> 2. The install script doesn't work since you have to run as root/su to
> install in /usr/local
> 3. After install. You need to set OSG_LIBRARY_PATH to the plugin install
> 3b. Since this is very far from common practice when it comes to mac I
> think It can be good to provide an example:
> 1. Download source (from svn or zipped, I use OpenSceneGraph-2.6.0 as the
> example here)
> 2. Extract
> 3. Open terminal and go to your newly created directory (something like
> 4. Create a place for building the project (like: ~/tmp/osgbuild)
> 5. Enter that dir
> 5. run cmake with the flag -GXcode (cmake -GXcode ../OpenSceneGraph-2.6.0)
> 6. start ccmake to configure further (you probably want to build the
> examples) (ccmake ../OpenSceneGraph-2.6.0)
> 7. In the text-gui of ccmake. make changes like turn on the examples build.
> then configure and generate project (c, g)
> 8. Start the xcodeproject and build (
> 9. run the installscript from the command line with su privileges ( or
> login as root user for this task)
> 10. in order to test examples and make sure that plugins work: set the
> environment variables:
> Create a file called .profile in you root.
> export OSG_LIBRARY_PATH=/usr/local/lib/osgPlugins-2.6.0/
> export OSG_FILE_PATH=/path/to_where/you_put/OpenSceneGraph-Data-2.6.0/
> Hope this help some other to shorten the time to get it working on the mac.
> Best regards
> /Filip Wänström
> Creative Engineer - Visualization
> The Interactive Institute
> Norrköping, Sweden
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