Pulled in READE, NEWS and AUTHORS changes from OSG-3.2 branch.

This commit is contained in:
Robert Osfield 2013-07-24 14:24:33 +00:00
parent 75fd039dba
commit 019bccfa6f
3 changed files with 43 additions and 46 deletions

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@ -1,6 +1,6 @@
OpenSceneGraph Library 3.2.0 OpenSceneGraph Library 3.2.0
510 Contributors: 511 Contributors:
Firstname Surname Firstname Surname
----------------- -----------------
@ -70,11 +70,11 @@ Adrian Egli
Ruben Lopez Ruben Lopez
Randall Hopper Randall Hopper
Jan Ciger Jan Ciger
Torben Dannhauer
Glenn Waldron Glenn Waldron
Gideon May Gideon May
Don Tidrow Don Tidrow
Aurelien Albert Aurelien Albert
Torben Dannhauer
Stephane Lamoliatte Stephane Lamoliatte
Romano José Magacho da Silva Romano José Magacho da Silva
Michael Gronager Michael Gronager
@ -84,10 +84,10 @@ David Spilling
Daniel Sjölie Daniel Sjölie
Bryan Thrall Bryan Thrall
Fabien Lavignotte Fabien Lavignotte
Andreas Ekstrand
Mike Connell Mike Connell
Melchior Franz Melchior Franz
Johannes Baeuerle Johannes Baeuerle
Andreas Ekstrand
Riccardo Corsi Riccardo Corsi
Rafa Gaitan Rafa Gaitan
Neil Hughes Neil Hughes
@ -294,6 +294,7 @@ Daniel Trstenjak
Craig Bosma Craig Bosma
Claus Scheiblauer Claus Scheiblauer
Christophe Loustaunau Christophe Loustaunau
Christian Ruzicka
Brad Anderegg Brad Anderegg
Aric Aumann Aric Aumann
Andrew Sampson Andrew Sampson
@ -340,6 +341,7 @@ Ross Anderson
Ronny Krueger Ronny Krueger
Ronald van Maarseveen Ronald van Maarseveen
Romain Charbit Romain Charbit
Rocco Martino
Robert Swain Robert Swain
Rob Smith Rob Smith
Rob Radtke Rob Radtke
@ -481,7 +483,6 @@ Clay Fowler
Chuck Sembroski Chuck Sembroski
Christopher Blaesius Christopher Blaesius
Christophe Herreman Christophe Herreman
Christian Ruzicka
Christian Noon Christian Noon
Christian Kaser Christian Kaser
Christian Ehrlicher Christian Ehrlicher

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@ -18,7 +18,7 @@ The !OpenSceneGraph 3.2 release is the culmination of 14 years of work by the op
* Improvements to osgManipulator NodeKit that introduce new manipulators and improve flexibility and customizability * Improvements to osgManipulator NodeKit that introduce new manipulators and improve flexibility and customizability
* Updates to osgQt to support Qt5 and provide better support for Qt4 * Updates to osgQt to support Qt5 and provide better support for Qt4
* New osgGA::Device base class for recieving from and sending events to both real and virtual devices in a generic, extensible way * New osgGA::Device base class for recieving from and sending events to both real and virtual devices in a generic, extensible way
* New ZeroCong, RestHTTP and OSC plugins to enable remote control of applications such as controlling desktop systems from tablets and phones * New ZeroConf, RestHTTP and OSC plugins to enable remote control of applications such as controlling desktop systems from tablets and phones
* Improvements to osgVolume NodeKit and DICOM plugin for better medical visualization * Improvements to osgVolume NodeKit and DICOM plugin for better medical visualization
* New TrackVis .trk track files plugin for the visualization of brain scans. * New TrackVis .trk track files plugin for the visualization of brain scans.
* Improvements to osgPresentation NodeKit and Present3D application to make it possible to create non-linear interactive, remote controlled shows * Improvements to osgPresentation NodeKit and Present3D application to make it possible to create non-linear interactive, remote controlled shows

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@ -1,18 +1,14 @@
Welcome to the OpenSceneGraph (OSG). Welcome to the OpenSceneGraph (OSG).
For up-to-date information on the project, in-depth details on how to 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 compile and run libraries and examples, see the documentation on the
OpenSceneGraph website: OpenSceneGraph website:
http://www.openscenegraph.org http://www.openscenegraph.org/index.php/documentation
For support subscribe to our public mailing list:
http://www.openscenegraph.org/projects/osg/wiki/MailingLists For support subscribe to our public mailing list or forum, details at:
or forum: http://www.openscenegraph.org/index.php/support
http://forum.openscenegraph.org/
For the impatient, we've included quick build instructions below, these For the impatient, we've included quick build instructions below, these
are are broken down is three parts: are are broken down is three parts:
@ -27,41 +23,41 @@ more indepth instructions.
Robert Osfield. Robert Osfield.
Project Lead. Project Lead.
26th April 2013. 24th July 2013.
-- --
Section 1. How to build the OpenSceneGraph Section 1. How to build the OpenSceneGraph
========================================== ==========================================
The OpenSceneGraph uses the CMake build system to generate a The OpenSceneGraph uses the CMake build system to generate a
platform-specific build environment. CMake reads the CMakeLists.txt platform-specific build environment. CMake reads the CMakeLists.txt
files that you'll find throughout the OpenSceneGraph directories, files that you'll find throughout the OpenSceneGraph directories,
checks for installed dependenciesand then generates the appropriate checks for installed dependenciesand then generates the appropriate
build system. build system.
If you don't already have CMake installed on your system you can grab 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 it from http://www.cmake.org, use version 2.4.6 or later. Details on the
OpenSceneGraph's CMake build can be found at: OpenSceneGraph's CMake build can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Build/CMake http://www.openscenegraph.org/projects/osg/wiki/Build/CMake
Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX) 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 use the cmake or ccmake command-line utils, or use the included tiny
configure script that'll run cmake for you. The configure script configure script that'll run cmake for you. The configure script
simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
get the best performance from your final libraries/applications. get the best performance from your final libraries/applications.
cd OpenSceneGraph cd OpenSceneGraph
./configure ./configure
make make
sudo make install sudo make install
Alternatively, you can create an out-of-source build directory and run 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 cmake or ccmake from there. The advantage to this approach is that the
temporary files created by CMake won't clutter the OpenSceneGraph temporary files created by CMake won't clutter the OpenSceneGraph
source directory, and also makes it possible to have multiple source directory, and also makes it possible to have multiple
independent build targets by creating multiple build directories. In a independent build targets by creating multiple build directories. In a
directory alongside the OpenSceneGraph use: directory alongside the OpenSceneGraph use:
mkdir build mkdir build
@ -70,22 +66,22 @@ directory alongside the OpenSceneGraph use:
make make
sudo make install sudo make install
Under Windows use the GUI tool CMakeSetup to build your VisualStudio Under Windows use the GUI tool CMakeSetup to build your VisualStudio
files. The following page on our wiki dedicated to the CMake build files. The following page on our wiki dedicated to the CMake build
system should help guide you through the process: system should help guide you through the process:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio http://www.openscenegraph.org/index.php/documentation/platform-specifics/windows
Under OSX you can either use the CMake build system above, or use the Under OSX you can either use the CMake build system above, or use the
Xcode projects that you will find in the OpenSceneGraph/Xcode Xcode projects that you will find in the OpenSceneGraph/Xcode
directory. See release notes on OSX CMake build below. directory. See release notes on OSX CMake build below.
For further details on compilation, installation and platform-specific For further details on compilation, installation and platform-specific
information read "Getting Started" guide: information read "Getting Started" guide:
http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted http://www.openscenegraph.org/index.php/documentation/10-getting-started
Section 2. Release notes on OSX build, by Eric Sokolowsky, August 5, 2008 Section 2. Release notes on OSX build, by Eric Sokolowsky, August 5, 2008
========================================================================= =========================================================================
@ -169,11 +165,11 @@ Section 3. Release notes on iOS build, by Thomas Hoghart
* Check that CMAKE_OSX_ARCHITECTURE is i386 for the simulator or armv6;armv7 for the device * Check that CMAKE_OSX_ARCHITECTURE is i386 for the simulator or armv6;armv7 for the device
* Disable DYNAMIC_OPENSCENEGRAPH, DYNAMIC_OPENTHREADS * Disable DYNAMIC_OPENSCENEGRAPH, DYNAMIC_OPENTHREADS
This will give us the static build we need for iPhone. This will give us the static build we need for iPhone.
* Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE, * Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE,
OSG_GL_DISPLAYLISTS_AVAILABLE, OSG_GL_VERTEX_FUNCS_AVAILABLE OSG_GL_DISPLAYLISTS_AVAILABLE, OSG_GL_VERTEX_FUNCS_AVAILABLE
* Enable OSG_GLES1_AVAILABLE *OR* OSG_GLES2_AVAILABLE * Enable OSG_GLES1_AVAILABLE *OR* OSG_GLES2_AVAILABLE
* Ensure OSG_WINDOWING_SYSTEM is set to IOS * Ensure OSG_WINDOWING_SYSTEM is set to IOS
* Change FREETYPE include and library paths to an iPhone version * Change FREETYPE include and library paths to an iPhone version
(OpenFrameworks has one bundled with its distribution) (OpenFrameworks has one bundled with its distribution)
* Ensure that CMake_OSX_SYSROOT points to your iOS SDK. * Ensure that CMake_OSX_SYSROOT points to your iOS SDK.
* Generate the Xcode project * Generate the Xcode project
@ -206,9 +202,9 @@ $ cmake -G Xcode \
Known issues: Known issues:
* When Linking final app against ive plugin, you need to add -lz to * When Linking final app against ive plugin, you need to add -lz to
the 'Other linker flags' list. the 'Other linker flags' list.
* Apps and exes don't get created * Apps and exes don't get created
* You can only select Simulator, or Device projects. In the XCode * You can only select Simulator, or Device projects. In the XCode
project you will see both types but the sdk they link will project you will see both types but the sdk they link will
be the same. be the same.