diff --git a/doc/install.html b/doc/install.html index f708b5ea4..e3a3945c1 100644 --- a/doc/install.html +++ b/doc/install.html @@ -88,21 +88,33 @@ For platform specific details: Compiling under Windows with Visual Studio.
The Microsoft Visual C++ 6.0 workspace file is VisualStudio.dsw located in the VisualStudio below the OSG this root directory. The OSG will compile -with the basic VisualC++6.0, but its recommended that you use Service Pack -4 to fix MS compiler bugs which affect the OSG. Even Service Pack 4 does -not completely fix MSVC bugs associated with STL, so it is recommended -that you also use STLPort which can be downloaded from http://www.stlport.org -since they actually know how to write a STL library and have done a rather -good job at it. Notes on using STLport at the bottom of this file. +with the basic VisualC++6.0, but, and this is a big but, the STL version which +comes with VisualC++6.0 is extremely buggy and unable to handle things even +as simple as std::mamp without crashing, even the latest severice packs (which are +recommended won't fix the STL bugs). This is a problem for the OpenSceneGraph +since it makes proper use of Standard C++. One can struggle on with the MS's +and expect crashes and optimization disabled, or adopt one of the follwing: + +
The OSG is composed of a number of libraries and executables, to get -running you'll need at least to compile osg,osgUtil,osgDB,osgGLUT, dot_osg -and sgv. The rest of the libraries and executables are optional and can +
The OSG is composed of a number of scene graph libraries (with Core in front of the project names), +executables (with Demos in front of the project names), and plugins which read and write 3D data formats +and 2D image formats. To get the OSG running you'll need at least to compile Core osg,osgUtil,osgDB,osgGLUT, +osgPlugin dot_osg and Demo sgv. The rest of the libraries and executables are optional and can be compiled if you need them, however for simplicity I would recommend doing a batch build of all the libraries and executables in the distribution, some of the plug-ins which support non native file formats may not compile due to dependencies on other libraries (such as libpng), you can ignore -these compilation errors unless you need to load the related file types. +these compilation errors unless you need to load the related file types. To help +the compilationon the plugins, osgGLUT and osgText one can download .zip +archive will all the dependancies in it. Further details on this .zip file can +be found in dependencies.html +
To execute the viewer the file path for the .dll's and .exe, both compiled into the OSG's bin directory, need to be setup, such as by adding the PATH @@ -115,7 +127,29 @@ to help the location of datafiles. For example : have been zipped up for your convienice, your find these on the OSG release download directory.
+Looks like Microsoft have eventually got their act together on the compiler front, +the compiler looks Standard C++ compilient with a solid STL implement, so this is +the recommend route.
++The basic jist is that you'll need to download their STL implementation, and follow their +instructions of how toforce VisualStudio to pick up the new STL implementation. More details +at http://www.dinkumware.com/vc_fixes.html. +
++Once it is installed everything should compile fine and not crash, but you won't be running at full +speed since the build #odef's out some important state optimizations since the basic VisualStudio +can't handle it. You can safely remove the #ifdef from src/osgUtil/Otimizer.cpp, Line 44. + +The #ifdef is smart enough to do this automatically when using VIsualStudio .NET and STLport so that +modification by hand won't be required. Unfortunately there doesn't seem to be a special define associated +with the Dinkumware STL for the #ifdef to pick up on. +
+