Updated README for 3.2 release

This commit is contained in:
Robert Osfield
2013-07-24 14:23:37 +00:00
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Welcome to the OpenSceneGraph (OSG).
For up-to-date information on the project, in-depth details on how to
compile and run libraries and examples, see the documentation on the
For up-to-date information on the project, in-depth details on how to
compile and run libraries and examples, see the documentation on the
OpenSceneGraph website:
http://www.openscenegraph.org
For support subscribe to our public mailing list:
http://www.openscenegraph.org/index.php/documentation
http://www.openscenegraph.org/projects/osg/wiki/MailingLists
For support subscribe to our public mailing list or forum, details at:
or forum:
http://forum.openscenegraph.org/
http://www.openscenegraph.org/index.php/support
For the impatient, we've included quick build instructions below, these
are are broken down is three parts:
@@ -27,41 +23,41 @@ more indepth instructions.
Robert Osfield.
Project Lead.
26th April 2013.
24th July 2013.
--
Section 1. How to build the OpenSceneGraph
==========================================
The OpenSceneGraph uses the CMake build system to generate a
platform-specific build environment. CMake reads the CMakeLists.txt
files that you'll find throughout the OpenSceneGraph directories,
checks for installed dependenciesand then generates the appropriate
The OpenSceneGraph uses the CMake build system to generate a
platform-specific build environment. CMake reads the CMakeLists.txt
files that you'll find throughout the OpenSceneGraph directories,
checks for installed dependenciesand then generates the appropriate
build system.
If you don't already have CMake installed on your system you can grab
it from http://www.cmake.org, use version 2.4.6 or later. Details on the
If you don't already have CMake installed on your system you can grab
it from http://www.cmake.org, use version 2.4.6 or later. Details on the
OpenSceneGraph's CMake build can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Build/CMake
Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX)
use the cmake or ccmake command-line utils, or use the included tiny
configure script that'll run cmake for you. The configure script
simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX)
use the cmake or ccmake command-line utils, or use the included tiny
configure script that'll run cmake for you. The configure script
simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
get the best performance from your final libraries/applications.
cd OpenSceneGraph
./configure
make
sudo make install
Alternatively, you can create an out-of-source build directory and run
cmake or ccmake from there. The advantage to this approach is that the
temporary files created by CMake won't clutter the OpenSceneGraph
source directory, and also makes it possible to have multiple
independent build targets by creating multiple build directories. In a
Alternatively, you can create an out-of-source build directory and run
cmake or ccmake from there. The advantage to this approach is that the
temporary files created by CMake won't clutter the OpenSceneGraph
source directory, and also makes it possible to have multiple
independent build targets by creating multiple build directories. In a
directory alongside the OpenSceneGraph use:
mkdir build
@@ -70,22 +66,22 @@ directory alongside the OpenSceneGraph use:
make
sudo make install
Under Windows use the GUI tool CMakeSetup to build your VisualStudio
files. The following page on our wiki dedicated to the CMake build
Under Windows use the GUI tool CMakeSetup to build your VisualStudio
files. The following page on our wiki dedicated to the CMake build
system should help guide you through the process:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
http://www.openscenegraph.org/index.php/documentation/platform-specifics/windows
Under OSX you can either use the CMake build system above, or use the
Xcode projects that you will find in the OpenSceneGraph/Xcode
Under OSX you can either use the CMake build system above, or use the
Xcode projects that you will find in the OpenSceneGraph/Xcode
directory. See release notes on OSX CMake build below.
For further details on compilation, installation and platform-specific
For further details on compilation, installation and platform-specific
information read "Getting Started" guide:
http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted
http://www.openscenegraph.org/index.php/documentation/10-getting-started
Section 2. Release notes on OSX build, by Eric Sokolowsky, August 5, 2008
=========================================================================
@@ -169,11 +165,11 @@ Section 3. Release notes on iOS build, by Thomas Hoghart
* Check that CMAKE_OSX_ARCHITECTURE is i386 for the simulator or armv6;armv7 for the device
* Disable DYNAMIC_OPENSCENEGRAPH, DYNAMIC_OPENTHREADS
This will give us the static build we need for iPhone.
* Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE,
* Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE,
OSG_GL_DISPLAYLISTS_AVAILABLE, OSG_GL_VERTEX_FUNCS_AVAILABLE
* Enable OSG_GLES1_AVAILABLE *OR* OSG_GLES2_AVAILABLE
* Ensure OSG_WINDOWING_SYSTEM is set to IOS
* Change FREETYPE include and library paths to an iPhone version
* Change FREETYPE include and library paths to an iPhone version
(OpenFrameworks has one bundled with its distribution)
* Ensure that CMake_OSX_SYSROOT points to your iOS SDK.
* Generate the Xcode project
@@ -206,9 +202,9 @@ $ cmake -G Xcode \
Known issues:
* When Linking final app against ive plugin, you need to add -lz to
* When Linking final app against ive plugin, you need to add -lz to
the 'Other linker flags' list.
* Apps and exes don't get created
* You can only select Simulator, or Device projects. In the XCode
project you will see both types but the sdk they link will
* You can only select Simulator, or Device projects. In the XCode
project you will see both types but the sdk they link will
be the same.