Updated README for 3.2 release
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README.txt
78
README.txt
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Welcome to the OpenSceneGraph (OSG).
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For up-to-date information on the project, in-depth details on how to
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compile and run libraries and examples, see the documentation on the
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For up-to-date information on the project, in-depth details on how to
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compile and run libraries and examples, see the documentation on the
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OpenSceneGraph website:
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http://www.openscenegraph.org
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For support subscribe to our public mailing list:
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http://www.openscenegraph.org/index.php/documentation
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http://www.openscenegraph.org/projects/osg/wiki/MailingLists
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For support subscribe to our public mailing list or forum, details at:
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or forum:
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http://forum.openscenegraph.org/
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http://www.openscenegraph.org/index.php/support
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For the impatient, we've included quick build instructions below, these
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are are broken down is three parts:
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@@ -27,41 +23,41 @@ more indepth instructions.
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Robert Osfield.
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Project Lead.
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26th April 2013.
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24th July 2013.
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--
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Section 1. How to build the OpenSceneGraph
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==========================================
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The OpenSceneGraph uses the CMake build system to generate a
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platform-specific build environment. CMake reads the CMakeLists.txt
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files that you'll find throughout the OpenSceneGraph directories,
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checks for installed dependenciesand then generates the appropriate
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The OpenSceneGraph uses the CMake build system to generate a
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platform-specific build environment. CMake reads the CMakeLists.txt
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files that you'll find throughout the OpenSceneGraph directories,
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checks for installed dependenciesand then generates the appropriate
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build system.
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If you don't already have CMake installed on your system you can grab
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it from http://www.cmake.org, use version 2.4.6 or later. Details on the
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If you don't already have CMake installed on your system you can grab
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it from http://www.cmake.org, use version 2.4.6 or later. Details on the
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OpenSceneGraph's CMake build can be found at:
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http://www.openscenegraph.org/projects/osg/wiki/Build/CMake
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Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX)
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use the cmake or ccmake command-line utils, or use the included tiny
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configure script that'll run cmake for you. The configure script
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simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
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Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX)
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use the cmake or ccmake command-line utils, or use the included tiny
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configure script that'll run cmake for you. The configure script
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simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
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get the best performance from your final libraries/applications.
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cd OpenSceneGraph
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./configure
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make
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sudo make install
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Alternatively, you can create an out-of-source build directory and run
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cmake or ccmake from there. The advantage to this approach is that the
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temporary files created by CMake won't clutter the OpenSceneGraph
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source directory, and also makes it possible to have multiple
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independent build targets by creating multiple build directories. In a
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Alternatively, you can create an out-of-source build directory and run
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cmake or ccmake from there. The advantage to this approach is that the
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temporary files created by CMake won't clutter the OpenSceneGraph
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source directory, and also makes it possible to have multiple
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independent build targets by creating multiple build directories. In a
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directory alongside the OpenSceneGraph use:
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mkdir build
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@@ -70,22 +66,22 @@ directory alongside the OpenSceneGraph use:
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make
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sudo make install
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Under Windows use the GUI tool CMakeSetup to build your VisualStudio
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files. The following page on our wiki dedicated to the CMake build
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Under Windows use the GUI tool CMakeSetup to build your VisualStudio
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files. The following page on our wiki dedicated to the CMake build
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system should help guide you through the process:
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http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
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http://www.openscenegraph.org/index.php/documentation/platform-specifics/windows
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Under OSX you can either use the CMake build system above, or use the
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Xcode projects that you will find in the OpenSceneGraph/Xcode
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Under OSX you can either use the CMake build system above, or use the
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Xcode projects that you will find in the OpenSceneGraph/Xcode
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directory. See release notes on OSX CMake build below.
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For further details on compilation, installation and platform-specific
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For further details on compilation, installation and platform-specific
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information read "Getting Started" guide:
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http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted
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http://www.openscenegraph.org/index.php/documentation/10-getting-started
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Section 2. Release notes on OSX build, by Eric Sokolowsky, August 5, 2008
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=========================================================================
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@@ -169,11 +165,11 @@ Section 3. Release notes on iOS build, by Thomas Hoghart
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* Check that CMAKE_OSX_ARCHITECTURE is i386 for the simulator or armv6;armv7 for the device
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* Disable DYNAMIC_OPENSCENEGRAPH, DYNAMIC_OPENTHREADS
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This will give us the static build we need for iPhone.
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* Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE,
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* Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE,
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OSG_GL_DISPLAYLISTS_AVAILABLE, OSG_GL_VERTEX_FUNCS_AVAILABLE
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* Enable OSG_GLES1_AVAILABLE *OR* OSG_GLES2_AVAILABLE
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* Ensure OSG_WINDOWING_SYSTEM is set to IOS
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* Change FREETYPE include and library paths to an iPhone version
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* Change FREETYPE include and library paths to an iPhone version
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(OpenFrameworks has one bundled with its distribution)
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* Ensure that CMake_OSX_SYSROOT points to your iOS SDK.
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* Generate the Xcode project
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@@ -206,9 +202,9 @@ $ cmake -G Xcode \
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Known issues:
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* When Linking final app against ive plugin, you need to add -lz to
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* When Linking final app against ive plugin, you need to add -lz to
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the 'Other linker flags' list.
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* Apps and exes don't get created
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* You can only select Simulator, or Device projects. In the XCode
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project you will see both types but the sdk they link will
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* You can only select Simulator, or Device projects. In the XCode
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project you will see both types but the sdk they link will
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be the same.
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