Updated docs.
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@@ -104,28 +104,30 @@ with <b>make help</b> to bring up help. For platform specific details:
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<h3>
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<a NAME="Compiling under Windows with Visual Studio"></a><u>Compiling under
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Windows with Visual Studio.</u></h3>
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The Microsoft Visual C++ 6.0 workspace file is VisualStudio.dsw located
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in the VisualStudio below the OSG this root directory. The OSG will compile
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with the basic VisualC++6.0, but, and this is a big but, the STL version
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which comes with VisualC++6.0 is extremely buggy and unable to handle things
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even as simple as std::mamp without crashing, even the latest service packs
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(which are recommended won't fix the STL bugs). This is a problem for the
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OpenSceneGraph since it makes proper use of Standard C++. One can struggle
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on with the MS's and expect crashes and optimization disabled, or adopt
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one of the following:
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<p>The Microsoft Visual C++ 6.0 workspace file is VisualStudio.dsw located
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in the VisualStudio below the OSG this root directory. VC++6.0 workspace
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files can also be used in VisualStudio7.0 without problem.
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<p><b>IMPORTANT NOTE:</b> Whilst the OSG will compile cleanly with the basic VC++6.0 and
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its own STL implementation, the OSG will crash regularily due to bugs in VC++6.0's
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STL. VC++6.0's STL is horribly broken and therefore is <b>*NOT*</b> supported. Do not
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attempt to use the OSG in conjunction with native VC++6.0 STL implemention.
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<p>The supported combinations are:
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<ol>
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<li>
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Visual Studio .NET</li>
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<li>
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Dinkumware's STL bug fix patches - <a href="http://www.dinkumware.com/vc_fixes.html">http://www.dinkumware.com/vc_fixes.html</a>.</li>
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Visual Studio7.0 .NET </li>
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<li>
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Visual Studio6.0 + Dinkumware's STL bug fix patches (see details below).</li>
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<li>
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STLport - <a href="http://www.stlport.org">http://www.stlport.org</a></li>
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Visual Studio6.0 + STLport (see details below)</li>
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</ol>
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The OSG is composed of a number of scene graph libraries (with Core in
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<p>The OSG is composed of a number of scene graph libraries (with Core in
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front of the project names), executables (with Demos in front of the project
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names), and plugins which read and write 3D data formats and 2D image formats.
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names), and plugins which read and write 3D data formats and 2D image formats
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(with osgPlugins in front of the project names).
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To get the OSG running you'll need at least to compile Core osg,osgUtil,osgDB,osgGLUT,
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osgPlugin dot_osg and Demo sgv. The rest of the libraries and executables
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are optional and can be compiled if you need them, however for simplicity
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@@ -136,6 +138,7 @@ libpng), you can ignore these compilation errors unless you need to load
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the related file types. To help the compilation the plugins, osgGLUT and
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osgText one can download .zip archive will all the dependencies in it.
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Further details on this .zip file can be found in <i><a href="dependencies.html">dependencies.html</a></i>
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<p>To execute the viewer the file path for the .dll's and .exe, both compiled
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into the OSG's bin directory, need to be setup, such as by adding the PATH
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to your autoexec.bat, its also useful to add the OSGFILEPATH to your autoexec.bat
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