f5ec89e04912ccd117f19ecdaf79886364bcaa3c
contain better support for environmental variables to pre-empt the autodection default search path order which is very helpful for people who do automated builds. (I recommend that the remaining modules consider adding the same system to make things consistent and easier for those people that want to do the automated builds.) The CMAKE_PREFIX_PATH has also been added to help people. I don't recommend adding this to the other modules because it looks like CMake agreed with my idea and will be adding the support in 2.6. So when that ships, people will get it for free. (In the meantime, my modules that do have it, it can be used.) Finally, I've submitted all of these modules to official CMake plus more so they will be in the next version of CMake. It looks like I may need to sort some compatibility issues out with the KDE people who seem to have conflicting modules, but this is unrelated to the updates submitted here as OSG already has these conflicts. I figured I would just sync OSG up with my current/best versions. Also of note, I added the large batch of Findosg*.cmake modules to CMake so people building against OpenSceneGraph can use these without writing their own. I wasn't sure if I should submit them here or not since they are for building against OSG and not for building OSG itself. So they are not included. "
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
OpenSceneGraph website:
http://www.openscenegraph.org
For the impatient, read the simplified build notes below.
Robert Osfield.
Project Lead.
4th January 2007.
--
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
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
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
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
directory alongside the OpenSceneGraph use:
mkdir build
cd build
cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release
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
system should help guide you through the process:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
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.
For further details on compilation, installation and platform-specific
information read "Getting Started" guide:
http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted
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