[osg-users] 2.6 Mac OS X issues and some solutions
filip.wanstrom at tii.se
Thu Sep 4 03:21:10 PDT 2008
Thanks for your reply Robert!
I know of the issues of the Mac and understand the situation. That is one of
the reasons I write to this list: To share my experiences and hopefully help
some other people.
In general I find the Mac environment to be great for my productivity so I
prefer to develop apps there as well. I will probably have to deliver on
Windows and perhaps on linux but I view cross-platform-development as a good
help to find hidden and nasty code :)
Anyway, I hope that the Mac can be a viable platform for Mac OS X and that
Apple fixes some of their more glaring problems soon.
I hope I will be able to contribute in the future.
On Thu, Sep 4, 2008 at 11:50 AM, Robert Osfield <robert.osfield at gmail.com>wrote:
> Hi Filip,
> I'm afraid the OSX side is still a bit in flux, do to a range of
> reasons - not all under our control. Apple themselves have thrown a
> couple of spanners in the works when moving from 10.4.x to 10.5.x,
> Xcode have provided not be forward/backwards compatible so the Xcode
> projects can't break quite easily if you don't use the same version
> that the maintainer used and Apple SDK versions also a bit sensitive.
> Cmake is in flux as, and we are also migrating to use Cmake under OSX.
> I just so happened to be on OSX 10.5 box yesterday and compiling the
> SVN trunk version of the OSG and encountered problems too. The
> initial show stopper was that I CMake 2.6.0 hung when running the
> initial cmake or ccmake command. Moving to Cmake 2.6.1 fixed this
> CMake bug and got the GNUmakefiles built. The OSG and Present3D then
> built without problems. I didn't on this occasion test the Xcode
> project build form CMake though.
> Since the OSX platform is so much in flux it does require active
> maintenance to keep things working, in facts it probably the platform
> that requires the highest effort maintenance wise, even more than
> windows, yet has a much smaller user base, so for good support it does
> require OSX user to be particularly proactive in helping maintain the
> platform - this includes documentation as much as coding. This
> applies to the CMake community as well as the OSG community -
> proactive OSX users/maintainers are gold dust!
> On Thu, Sep 4, 2008 at 10:24 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
> > 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.
> > First:
> > 1. The provided Xcode project is out of date/doesn't work. I didn't
> > 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
> > 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
> > 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
> > current status of Mac)
> > In short it worked, but not completely flawlessly. I found the following
> > issues:
> > 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
> > patience).
> > 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
> > It can be good to provide an example:
> > Recommended:
> > 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
> > ~/tmp/OpenSceneGraph-2.6.0)
> > 4. Create a place for building the project (like: ~/tmp/osgbuild)
> > 5. Enter that dir
> > 5. run cmake with the flag -GXcode (cmake -GXcode
> > 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
> > 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
> > 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
> > Best regards
> > /Filip Wänström
> > Creative Engineer - Visualization
> > The Interactive Institute
> > Norrköping, Sweden
> > _______________________________________________
> > osg-users mailing list
> > osg-users at lists.openscenegraph.org
> osg-users mailing list
> osg-users at lists.openscenegraph.org
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