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+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: . . +
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. +
++Follows is the list of depedencies which some of the osgPlugins require, +note the core osg and viewer do not need the following dependencies, you +only need the following if you require each specific plugin. Note, +the flt, 3ds, pic, tga, do not have any dependencies other than Standard +C++ so will compile straight of the bag. Under Linux the majority +of the depedancies below come as standard with distributions so you may not need to download them at all. +Its best to try out a straight compile of the osg, if you get missing includes/libs +errors then chase up the below. +
+ +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. +
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 +from www.freetype.org. The osgText library also requires an up to date +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. +
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 & pic), while others (pfb,jpeg,gif,tiff) require other +libraries to be installed to compile them. If you don't already have them +installed then don't worry, you'll still be able to use the OSG, just comment +out the plugins you can't compile from the src/osgPlugins/Makefile. The +core osg library and viewer has been designed to load the plug-ins at run-time +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. +
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. +
% make+Note, make should automatically detect linux and build optimized targets +for your system. And if you wish to install the OSG type: +
% make install+or +
% make instlinks+To get full details of make options, type: +
% make help+(highly recommended) +
The osgText library now depends upon GLU1.3 functionality, and only +the recent Mesa version have this as stanadard. Unfortnately not all Linux +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 & GLU1.3 for a quick way of installing +GLU1.3 in the right place. +
% make+Note, make should automatically detect linux and build optimized targets +for your system. And if you wish to install the OSG type: +
% make install+or +
% make instlinks+To get full details of make options, type: +
% make help+(highly recommended) +
Compile, from the OSG root directory, ('%' is UNIX csh prompt) type: +
% make+Note, make should automatically detect linux and build optimized targets +for your system. And if you wish to install the OSG type: +
% make install+or +
% make instlinks+To get full details of make options, type: +
% make help+(highly recommended) +
% make+Note, make should automatically detect linux and build optimized targets +for your system. And if you wish to install the OSG type: +
% make install+or +
% make instlinks+To get full details of make options, type: +
% make help+(highly recommended) +
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. +
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 : +
SET OSGFILEPATH=D:\OpenSceneGraph-Data;D:\OpenSceneGraph-Data\Images
+
SET PATH=C:\WINDOWS;C:\WINDOWS\COMMAND;D:\osg-0.8.43\bin;
+
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. +
You need to have installed the Developer tools from the CD that comes +for free with OS X. This gives you compilers, headers, frameworks - stuff +like GLUT and Carbon for developers. +
Everything is done command-line, so you need to get to the underlying +OS rather than the Aqua gloss. The Mac comes with an app in Applications/Utilities +called Terminal - open up any Finder window (e.g double-click on your hard +disk icon), click on the Applications icon at the top right of the window, +then click on the Utilities folder to get access to all the grubby apps +which give away the real OS roots underneath the shiny paintwork. Anyone +developing will need Terminal so much they should put it in their Dock. +You do that by grabbing the icon of the app in the Utilities folder and +dragging it to the bottom of your screen, at which point the other app +icons in the Dock slide away to leave a gap which when you release the +mouse button leaves Terminal permanently available, just a mouse click +away on your desktop. When you start Terminal it brings you up a csh running +under Darwin (which is the BSD-with-knobs-on that underlies OS X), and +does a cd to ~ (otherwise /Users/username of whoever you are logged in +as, as far as the Finder in OS X is concerned you are in the Users/username +folder of the harddisk the machine booted from). +
Then you are in Unix land, and it's all very familiar. +
You will need a .cshrc file with $OSGHOME (as above), and this is a +filename that the Mac won't let you see from the Finder or in fact generate +from an app, so I used vi to create that. Then I just went +
cd $OSGHOME +
% make clean ++ +
% make macosx
And it sounds too good to be true but it is that simple. It's worth
+doing some editing on the Makefiles in the Plugins and Demos directories
+so that it only tries to build a subset, otherwise the developer will have
+to dig out the support projects like jpeg etc. I have only built up to
+now sgv, hangglide, osgcube, osgreflect, osgviews and in the Plugins have
+built osg rgb 3ds and a couple others - will check and get back to you.
+
Tricky bit : +
Installing the libdl.a is more trouble, as you have to enable the root +account on the machine, which by default is switched off as the machines +ship for security reasons. Rather than typing in and risking error through +paraphrase, here is a link to a site which tells you how to do this - +
http://www.macos.utah.edu/Documentation/macosx/security/enablerootuser.html+Or alternately, +
http://www.thinkmacintosh.com/osxfaq.html+ +
One you have a root account enabled, you have to su root you cd
+to the directory which the Fink installer generates, and it puts libdl.a
+and the associated .h files in sensible system places so the compiler just
+finds them.
+
There is one oddball problem - if you rely on Path to find the resulting +executables, a weird Core Graphics error occurs - so even though I set +up my path to include $(OSGHOME)/bin, and when I cd to $OSGHOME and type +for example hangglide, the application starts fine (so it is in the path), +but at the point it tries to use GLUT to open a window it falls over with +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. +
OSGFILEPATH environmental variable +
For the OSG to locate file data files easily an environmetal variable +OSGFILEPATH is used at run-time by the osgDB library. Note, for examples +below substitute in the ${OSGDATA} directory with your own path where appropriate) +Add the following to your .cshrc (note paths seperated by colon's): setenv +OSGFILEPATH ./:${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 +
English +
1) Untar the tarball. It will create a directory called fixosg/ ++Cmd line +
2) Change to the ReadHat7.2_fixglu/ directory +
3) Become root +
4) Run the script called fixglu
tar xvzf ReadHat7.2_fixglu.tar.gz ++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 +
cd ReadHat7.2_fixglu/ +
su (your root password) +
./fixglu +
exit
Welcome to OpenSceneGraph project!
The OpenSceneGraph is an Open Source, Cross Platform (Widows, Linux, Mac OSX, FreeBSD, Irix, Solaris),
+ The OpenSceneGraph is an Open Source (LGPL), Cross Platform (Widows, Linux, Mac OSX, FreeBSD, Irix, Solaris),
Standard C++ and OpenGL based graphics development library, uses range from visual simulation, games,
virtual reality, sceintific visualization and graphics research. This pages introduces a
what scene graphs are, why graphics developers use them, and details about the OpenSceneGraph,
@@ -25,7 +25,7 @@ April 2002.
+
+
diff --git a/doc/introduction.html b/doc/introduction.html
index 928975aa0..ad444cffe 100644
--- a/doc/introduction.html
+++ b/doc/introduction.html
@@ -11,7 +11,7 @@
What is a Scene Graph?
-
Its a tree! Quite simply one the best and most reusable data structures invented.Typically drawn schematically as root at the top, leaves at the bottom. It all starts with a topmost root node which encompasses your whole virtual world, be it 2D or 3D. The world is then broken down into hierachy of nodes representing either a spatial grouping of objects, @@ -34,7 +34,7 @@ the various states of a traffic light.The leaves of the graph represent the phyi themselves, the drawable geometry and their material properties.
-A scene graph isn't a complete game or simulation engine, although may be one of the main +A scene graph isn't a complete game or simulation engine, although may be one of the main components of such an engine, it's primary focus is representing your 3d worlds, and rendering it efficiently. Physics models, collision detection and audio are left to other development libraries that a user will integrate with.. The fact that scene graphs don't typically integrate all these features is actually a really good thing, it aids interoprability with clients own applications @@ -47,7 +47,7 @@ programs.
Performance - scene graphs provide an excellent framework for maximize graphics performance. A good scene graph employs two key techinques - culling of the objects that won't be seen on screen, and state sorting of properties such as textures and materials so that all similar objects are drawn together. Without culling the CPU, buses and @@ -58,7 +58,7 @@ states, stalling the graphics and destroying graphisc throughout. As GPU's get stalling the graphics is also going up, so scene graph are become ever more important.
-Productivity - scene graphs take much of the hardwork required to develop +Productivity - scene graphs take much of the hardwork required to develop high perftomance graphics applications. The scene graphs manage all the graphics for you, reducing what would be thousands of lines of OpenGL down to a few simple calls..Furthermoe, one of most powerfukl concepts in Object Orientated programming is that of object @@ -71,13 +71,15 @@ a great deal with very little coding.A dozen lines of code can be enough to load and create an interactive viewer!
-Portability - scene graphs encapsulate much of the lower level tasks of rendering ++Portability - scene graphs encapsulate much of the lower level tasks of rendering graphics and reading and writing data, reducing or even eradicating the platform specific coding that you require in your own application. If the underlying scene graph is portable then moving from platform to platform can be a simple as recompiling your source code.
-Scalability - along with being able to dynamic manage the complexity of scenes + +Scalability - along with being able to dynamic manage the complexity of scenes automatically to account for differences in graphics performance across a range of machines, scene graphs also make it much easier to manage complex hardware configurations, such as clusters of graphics machines, or multiprocessor/multipipe systems such as SGI's Onyx. A good scene graph @@ -106,13 +108,14 @@ source or support which once you get stuck in you grow to appreciate.The project itself is written entitely in Standard C++ and OpenGL, makes full use of STL and Design Patterns, and leverages the open source development model to provide clean, highly portable, -and flexible scene graph. The project is current in alpha, which means part of the API are still to be +and flexible scene graph. The project is current in alpha, which means parts of the API are still to be developerd, or subjec to change, but the vast majority of the scene graph is there, and a beta will be published within the next few months, wiht a 1.0 release in late summer. Despite the alpha development status, the project has alrady earned the reputation as one of the leading -open source scene graph, and is establishing itself a vialbe alternative to the commericial +open source scene graphs, and is establishing itself a vialbe alternative to the commericial scene graphs. Numerous companies, university researchers and graphics enthusasts have -already adopted their project, and a from all over the world.
+already adopted their projects, and are from all over the world. +