From 2975f9c20a1512924f3a85e9527436ee66cad77b Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Wed, 24 Jul 2013 14:23:37 +0000 Subject: [PATCH] Updated README for 3.2 release --- README.txt | 78 ++++++++++++++++++++++++++---------------------------- 1 file changed, 37 insertions(+), 41 deletions(-) diff --git a/README.txt b/README.txt index 1a1b1a01f..400be1aed 100644 --- a/README.txt +++ b/README.txt @@ -1,18 +1,14 @@ 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.