Updated the docs.

This commit is contained in:
Robert Osfield
2002-04-20 20:35:02 +00:00
parent a2325b71e4
commit 39f9be3402
3 changed files with 191 additions and 155 deletions

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@@ -11,42 +11,37 @@
<a NAME="Data Sources"></a>Data Sources</h3>
<ul>
<li>
Open scene graph .osg demo data set can downloaded here:</li>
<br><i><a href="http://www.openscenegraph.org/downloads/osg_data-0.8-45.tar.gz">http://www.openscenegraph.org/downloads/osg_data-0.8-45.tar.gz</a></i>
<br>&nbsp;
<li>
Various 3d models, many in .3ds format at 3D Cafe.</li>
<li>Open scene graph .osg demo data set can downloaded here:</li>
<i><a href="http://www.openscenegraph.org/downloads/osg_data-0.8-45.tar.gz">http://www.openscenegraph.org/downloads/osg_data-0.8-45.tar.gz</a></i>
<br><i><a href="http://www.3dcafe.com">http://www.3dcafe.com</a></i>
<br>&nbsp;
<li>
Various 3d models, many in .3ds format at 3D Rocket Fuel.</li>
<br>
<br>
<li>Terrain models in OpenFlight .flt and TerraPage format at Terrex:</li>
<a href="http://www.terrex.com/downloads/index.htm">http://www.terrex.com/downloads/index.htm</a>
<br><i><a href="http://www.3drocketfuel.com">http://www.3drocketfuel.com</a></i>
<br>&nbsp;
<li>
Character models in OpenFlight .flt format from MultiGen (www.multigen.com)</li>
<br>
<br>
<li>Terrain models in OpenFlight .flt format at Grime:</li>
<a href="http://www.grime.net/sim/default.htm">http://www.grime.net/sim/default.htm</a>
<br>Select the download link on their homepage or go directly to
<br><a href="ftp://ftp.ca.com/pub/multigen/ftp2-multigen/downloads/models">ftp://ftp.ca.com/pub/multigen/ftp2-multigen/downloads/models</a>
<br>&nbsp;
<li>
Vehicle models in OpenFlight .flt format at Full Sail (spinnercar &amp;
veritech):</li>
<br>
<br>
<li>Various 3d models, many in .3ds format at 3D Cafe.</li>
<i><a href="http://www.3dcafe.com">http://www.3dcafe.com</a></i>
<br><a href="http://www.fullsail.com/loader/models.html">http://www.fullsail.com/loader/models.html</a>
<br>&nbsp;
<li>
Terrain models in OpenFlight .flt format at Grime:</li>
<br>
<br>
<li>Various 3d models, many in .3ds format at 3D Rocket Fuel.</li>
<i><a href="http://www.3drocketfuel.com">http://www.3drocketfuel.com</a></i>
<br><a href="http://www.grime.net/sim/default.htm">http://www.grime.net/sim/default.htm</a>
<br>&nbsp;
<li>
Terrain models in OpenFlight .flt format at Terrex:</li>
<br><a href="http://www.terrex.com/downloads/index.htm">http://www.terrex.com/downloads/index.htm</a></ul>
<br>
<br>
<li>Vehicle models in OpenFlight .flt format at Full Sail (spinnercar & veritech):</li>
<a href="http://www.fullsail.com/loader/models.html">http://www.fullsail.com/loader/models.html</a>
</ul>
</body>
</html>

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@@ -8,41 +8,48 @@
<body text="#000000" bgcolor="#FFFFFF" link="#0000FF" vlink="#990066" alink="#FF0000">
<img SRC="OpenSceneGraphBanner_Distribution.jpg" height=77 width=640>
<h3>
<a NAME="Windows dependency arhive"></a><u>Windows dependency archive</u></h3>
<p>As windows doesn't natively come with a rich set of developments libraries like Unix, one is likely to need to
download most of the dependancies below. However, to make life easier for Windows users, we have put together
a .zip archive with all the required dependancies which can be download and installed somewhere in you system,
you'll need to set VisualStudio to pick up on the include and libs, and the PATH set to pick up in the dll's.
Alternatively, a more hacky but simpler solution is to unpack this archive inside you OpenSceneGraph distribution,
so that all the include files drop into OpenSceneGraph/include, and the libs drop into OpenSceneGraph/lib, and
all the dll's drop into OpenSceneGraph/bin, this way VisualStudio will pick up the files simpler through the
paths set up inside the workspace and project files. The archive can be downloaded here: . .
<ul><i><a href="http://www.openscenegraph.org/download/dependencies/OsgWin32Dependencies.zip">
http://www.openscenegraph.org/download/dependencies/OsgWin32Dependencies.zip</a></i></ul>
<h2>
<a NAME="Scene graph dependencies"></a><u>Scene graph dependencies</u></h2>
<p>The OpenSceneGraph is composed of core scene graph libraries, plugins libraries and demo programs. The core scene
graph libraries (osg, osgDB, osgUtil) are only dependant upon OpenGL and Standard C++ so should compile straight out of
the box on most systems. To run the demos one will also need to compile osgGLUT which adds the dependancy of GLUT, and
if true type text is required then the freetype library will be required. The plugins which are used to read and write
various file formats have their own sets of dependancies listed below, some have no dependancies at all. A plugin
is only needed if you need to load that specific file format, so it is not critical if you don't have all the reqiured
dependencies.
</p>
<hr>
<h3>
<a NAME="Scene graph dependencies"></a><u>Scene graph dependencies</u></h3>
<p>Currently the only dependancy of the core scene graph libraries (osg,osgUtil
and osgDB) is Standard C++ and OpenGL. The osgText library, osgGLUT
have the following dependancies, these arn't core libraries so arn't needed
to be compiled unless you need that feature. The demos do however require
osgGLUT so its likely that you will typically need it when trying out the osg.
The osgtext demo adds an osgText dependancies as well, you only need to compile
them if you need to a demo of those features.
</p>
<a NAME="Windows dependency arhives"></a><u>Windows dependency archives</u></h3>
<p>To make life easier for Windows users, we have put together a .zip archives with all the required dependancies
which can be download and installed somewhere in you system. You'll need to set VisualStudio to pick up on the
include and libs, and the PATH set to pick up in the dll's. Alternatively, a more hacky but simpler solution is
to unpack this archive inside you OpenSceneGraph distribution, so that all the include files drop into
OpenSceneGraph/include, and the libs drop into OpenSceneGraph/lib, and all the dll's drop into OpenSceneGraph/bin,
this way VisualStudio will pick up the files simpler through the paths set up inside the workspace and project
files. The archives can be downloaded here: . .
<ul>
<li>src/osgText</li>
<li>freetype, libpng, libungif, libtiff, libjpeg & zlib includes, libs and dll.</li>
<ul><i><a href="http://www.openscenegraph.org/download/dependencies/OsgWin32Dependencies.zip">
http://www.openscenegraph.org/download/dependencies/OsgWin32Dependencies.zip</a></i></ul>
<br>
<li>GLUT include, lib and dll.</li>
<ul><i><a href="http://www.openscenegraph.org/download/dependencies/Win32Glut.zip">
http://www.openscenegraph.org/download/dependencies/OsgWin32Glut.zip</a></i></ul>
</ul>
<br>The osgText library supports true type fonts via the freetype library :
<hr>
<h3>
<a NAME="Core library dependencies"></a><u>Core library dependencies</u></h3>
<ul>
<li>src/osgText - The osgText library supports true type fonts via the freetype library. </li>
<ul><i><a href="http://www.freetype.org/">
http://www.freetype.org/</a></i></ul>
<br><li>src/osgGLUT</li>
<br>The osgGLUT library depends upon, you guessed it, glut :
<br><li>src/osgGLUT - The osgGLUT library depends upon, you guessed it, glut... </li>
<ul><i><a href="http://www.opengl.org/developers/documentation/glut/index.html">
http://www.opengl.org/developers/documentation/glut/index.html</a></i></ul></ul>

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@@ -2,19 +2,27 @@
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="GENERATOR" content="Mozilla/4.76 [en] (X11; U; Linux 2.4.2-2 i686) [Netscape]">
<meta name="GENERATOR" content="Mozilla/4.6 [en-gb]C-CCK-MCD NetscapeOnline.co.uk (Win95; I) [Netscape]">
<title>OSG Distribution</title>
</head>
<body text="#000000" bgcolor="#FFFFFF" link="#0000FF" vlink="#FF0000" alink="#000088">
The following is a very basic intro of how to get the OSG going under Linux,
FreeBSD, IRIX, Windows and Mac.&nbsp; Each intro mentions OpenSceneGraph-Data,
it is recommended that you also download it alongside this source distribution.
<p>The scene graph depends upon Standard C++, STL and OpenGL so you need
<body text="#000000" bgcolor="#FFFFFF" link="#0000FF" vlink="#990066" alink="#FF0000">
<img SRC="OpenSceneGraphBanner_Distribution.jpg" height=77 width=640>
<h2>
<a NAME="Compiling and installing the OpenSceneGraph"></a><u>Compiling and installing the OpenSceneGraph</u></h2>
<p>
The scene graph depends upon Standard C++, STL and OpenGL so you need
a C++ compiler up to the task and OpenGL or Mesa installed. The viewer
depends upon GLUT which you'll need to download and install from the GLUT
website. The OSG has it own native ascii file format, and .rgb image reader
inbuilt which allows you read the example data with any dependencies other
than C++, STL and OpenGL.
<p>The new osgText library adds the dependency of the freetype library
</p>
<p>
The new osgText library adds the dependency of the freetype library
for support of true type fonts, however it is not essential to the core
library, so you can comment it out from compilation by modifying the src/Makefile,
and src/Demos/Makefile. I you wish to use fonts then you can download freetype
@@ -23,7 +31,10 @@ GLU implementation which supports GLU1.2 tessellation routines. If you
your current GLU is out of date you'll need to download the latest, for
instance the sgi's sample implementation for GLU from the www.opengl.org
website.
<p>The OSG also has a set of plug-ins which support non-native 3d database
</p>
<p>
The OSG also has a set of plug-ins which support non-native 3d database
and image formats, several have no dependencies on external libraries (flt,3ds,obj,
lwo,dw, tga &amp; pic), while others (pfb,jpeg,gif,tiff) require other
libraries to be installed to compile them. If you don't already have them
@@ -34,13 +45,76 @@ only and if they are required to load a specific data set. If you don't
need them for your datasets then it won't matter that you haven't been
able to compile all the plug-ins. A full list of dependencies and where
to download the required libraries are listed in the index.html.
<p>If you're coming across the OSG for the first time and want to get started
</p>
<p>
If you're coming across the OSG for the first time and want to get started
quickly, go right ahead and follow the compilation instructions. You can
always later download the libraries which the plug-ins require if you eventually
need them. If you haven't already checked it out, for a list of distribution
contents, contacts and links to documentation check out index.html.
<hr>
<h2>
Compiling under all UNIX (including CYGWIN) Platforms</h2>
Compiling under Windows</h2>
<p>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.
</p>
<p>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
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.
</p>
<p>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
to your autoexec.bat, its also useful to add the OSGFILEPATH to your autoexec.bat
to help the location of datafiles. For example :
</p>
<p>SET OSGFILEPATH=D:\OpenSceneGraph-Data;D:\OpenSceneGraph-Data\Images</p>
<br>SET PATH=C:\WINDOWS;C:\WINDOWS\COMMAND;D:\osg-0.8.43\bin;
<p>To help compilation of the image reader plugins, various image libraries
have been zipped up for your convienice, your find these on the OSG release
download directory.
<h2>
Using STLport under Windows</h2>
</p>
The OSG has been tested under Windows with STLport-4.5, which allows the
users to configure the type of STL support required for STLport itself.
The key configuration that the OSG needs to do is to enable the wrapping
of MS's own iostreams, than using STLport's own implementation. The later
is not required because this has not be problematic under Windows, it is
only the container classes and algorithms that need replacing (thanks to
MS's utterly hopeless implementation of these). Using the iostream wrappping
option means the STLport can just be used on your include path, there is
no need to compile STLport itself, or link into any special libraries.
To configure STLport simply comment IN (its commented out by default),
the follwing line from STLport-4.5/stlport/stl_user_config.h so it should
look: # define _STLP_NO_OWN_IOSTREAMS 1 Then configure the includes path
in Visual Studio to pick up on STLport: Select the "Tools" menu. Select
"Options" In the Options dialog, select the "Directories" tab Under the
"include" option, add the path to STLport4.5, something like: D:/STLport4.5/stlport
Then press the up array to move the entry all the way to the top of the
list, thus overriding MS's own STL implementations.
</p>
<br>
<br>
<hr>
<h2>
Compiling under all UNIX (including CYGWIN & Mac OSX) Platforms</h2>
Building the OSG requires 'gmake', due to the extensive use of gmake directives
in the Makefiles. You can get gmake from here if you don't already have
it installed: http://www.gnu.org/software/make/
@@ -62,6 +136,34 @@ distribtions are upto date even recent ones. If you have problems compiling
osgText due to GLU problems then check out the details at the bottom of
this file, under the title RedHat7.1 &amp; GLU1.3 for a quick way of installing
GLU1.3 in the right place.
<h2>
RedHat 7.2 &amp; GLU1.3</h2>
I have posted a simple fix for those of us who have been unable to correctly
build OSG 0.8.43 on Redhat 7.2. You can download it at http://www.openscenegraph.org/download/dependencies/ReadHat7.2_fixglu.tar.gz
To install it, follow these steps:
<p>English
<blockquote>1) Untar the tarball. It will create a directory called fixosg/
<br>2) Change to the ReadHat7.2_fixglu/ directory
<br>3) Become root
<br>4) Run the script called fixglu</blockquote>
Cmd line
<blockquote>tar xvzf ReadHat7.2_fixglu.tar.gz
<br>cd ReadHat7.2_fixglu/
<br>su (your root password)
<br>./fixglu
<br>exit</blockquote>
You should then be able to do a "make" in your OSG directory and everything
will build as it should. Let me know if this doesn't work and I will try
to improve it. Email me directly for help instead of posting here. There's
a README in the tarball with some info on what the script actually does.
There's nothing wrong with OSG itself; the problem with Redhat 7.2 is that
it doesn't have GLU 1.3 by default, which OSG is now dependent on (for
osgText.) Good luck everyone. - Clay
<br>
<br>
<hr>
<h2>
Compiling under FreeBSD</h2>
Compile, from the OSG root directory, ('%' is UNIX csh prompt) type:
@@ -74,6 +176,11 @@ or
To get full details of make options, type:
<blockquote><tt>%&nbsp;make help</tt></blockquote>
(highly recommended)
<br>
<br>
<hr>
<h2>
Compiling under IRIX</h2>
Since the OSG uses Standard C++ features such as STL it is important to
@@ -91,8 +198,10 @@ or
To get full details of make options, type:
<blockquote><tt>%&nbsp;make help</tt></blockquote>
(highly recommended)
<br>&nbsp;
<br>&nbsp;
<br>
<hr>
<h2>
Compiling under Solaris</h2>
Compile, from the OSG root directory, ('%' is UNIX csh prompt) type:
@@ -105,42 +214,10 @@ or
To get full details of make options, type:
<blockquote><tt>%&nbsp;make help</tt></blockquote>
(highly recommended)
<br>&nbsp;
<br>&nbsp;
<h2>
Compiling under Windows</h2>
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.
<p>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
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.
<p>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
to your autoexec.bat, its also useful to add the OSGFILEPATH to your autoexec.bat
to help the location of datafiles. For example :
<p>SET OSGFILEPATH=D:\OpenSceneGraph-Data;D:\OpenSceneGraph-Data\Images
<br>SET PATH=C:\WINDOWS;C:\WINDOWS\COMMAND;D:\osg-0.8.43\bin;
<p>To help compilation of the image reader plugins, various image libraries
have been zipped up for your convienice, your find these on the OSG release
download directory.
<h2>
Compiling under MacOS 9</h2>
The Microwerks Codewarrior workspace files can be found under the Microwerks
directory. Further details to be fleshed out since Mac port is in its early
stages and is not uptodate with the current release. To get it compiling
you will have to use these Codewarrior files as a starting place. If you
get it running and have time to maintian the port please email robert@openscenegraph.org.
<br>
<hr>
<h2>
Compiling under MacOS X (instructions written by Phil Atkin)</h2>
For anyone who's ever used a Unix box for development it really is so simple
@@ -202,6 +279,9 @@ a CGS error (which is I think Core Graphics System). If you explicitly
go bin/hangglide it works fine. Weird, it may be an OS X 10.04 issue which
is gone in 10.1 or it may be a weirdy in the Mac GLUT implementation, but
forewarned is forearmed.
<hr>
<h2>
Compiling under Cygwin</h2>
To compile, from the OSG root directory, type: make Note, make should automatically
@@ -219,6 +299,10 @@ Add the following to your .cshrc (note paths seperated by colon's): setenv
OSGFILEPATH ./:${OSGDATA}:${OSGDATA}/Images Or the following if you're
using a sh compatible shell : export OSGFILEPATH=./:${OSGDATA}:${OSGDATA}/Images:
Or under windows (note paths seperated by semi-colon's) : SET OSGFILEPATH=./:${OSGDATA};${OSGDATA}/Images
<br>
<br>
<hr>
<h2>
Running the demos</h2>
To run the viewer demo type (you made need to type rehash first under Unix)
@@ -231,57 +315,7 @@ run other demos type osgcube or hangglide hangglide master.flt or osgreflect
cow.osg or osgconv Alley.3ds Alley.osg or osgtexture lz.rgb tree.rgb or
osgimpostor cow.osg or osgviews glider.osg (Note: the file is picked up
by checking the directories pointed to by $OSGFILEPATH)
<h2>
Plug-in dependencies</h2>
You may have compile errors if you don't have all the required libraries,
especially for the plugins. As long as the core libraries osg, osgUtl,
osgGLUT and sgv have compiled you won't have any problems running the osg
itself but may not be able to use some non-native data formats. To get
the problematic plugins working you may need to download support libraries
such as libtiff, libjpeg etc. For further details see index.html.
<h2>
Using STLport under Windows</h2>
The OSG has been tested under Windows with STLport-4.5, which allows the
users to configure the type of STL support required for STLport itself.
The key configuration that the OSG needs to do is to enable the wrapping
of MS's own iostreams, than using STLport's own implementation. The later
is not required because this has not be problematic under Windows, it is
only the container classes and algorithms that need replacing (thanks to
MS's utterly hopeless implementation of these). Using the iostream wrappping
option means the STLport can just be used on your include path, there is
no need to compile STLport itself, or link into any special libraries.
To configure STLport simply comment IN (its commented out by default),
the follwing line from STLport-4.5/stlport/stl_user_config.h so it should
look: # define _STLP_NO_OWN_IOSTREAMS 1 Then configure the includes path
in Visual Studio to pick up on STLport: Select the "Tools" menu. Select
"Options" In the Options dialog, select the "Directories" tab Under the
"include" option, add the path to STLport4.5, something like: D:/STLport4.5/stlport
Then press the up array to move the entry all the way to the top of the
list, thus overriding MS's own STL implementations.
<h2>
RedHat 7.2 &amp; GLU1.3</h2>
I have posted a simple fix for those of us who have been unable to correctly
build OSG 0.8.43 on Redhat 7.2. You can download it at http://www.openscenegraph.org/download/dependencies/ReadHat7.2_fixglu.tar.gz
To install it, follow these steps:
<p>English
<blockquote>1) Untar the tarball. It will create a directory called fixosg/
<br>2) Change to the ReadHat7.2_fixglu/ directory
<br>3) Become root
<br>4) Run the script called fixglu</blockquote>
Cmd line
<blockquote>tar xvzf ReadHat7.2_fixglu.tar.gz
<br>cd ReadHat7.2_fixglu/
<br>su (your root password)
<br>./fixglu
<br>exit</blockquote>
You should then be able to do a "make" in your OSG directory and everything
will build as it should. Let me know if this doesn't work and I will try
to improve it. Email me directly for help instead of posting here. There's
a README in the tarball with some info on what the script actually does.
There's nothing wrong with OSG itself; the problem with Redhat 7.2 is that
it doesn't have GLU 1.3 by default, which OSG is now dependent on (for
osgText.) Good luck everyone. - Clay
<p><clayfowler@earthlink.net>
<br>&nbsp;
</body>
</html>