Pulled in READE, NEWS and AUTHORS changes from OSG-3.2 branch.
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OpenSceneGraph Library 3.2.0
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OpenSceneGraph Library 3.2.0
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510 Contributors:
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511 Contributors:
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Firstname Surname
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Firstname Surname
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-----------------
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-----------------
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@ -70,11 +70,11 @@ Adrian Egli
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Ruben Lopez
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Ruben Lopez
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Randall Hopper
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Randall Hopper
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Jan Ciger
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Jan Ciger
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Torben Dannhauer
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Glenn Waldron
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Glenn Waldron
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Gideon May
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Gideon May
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Don Tidrow
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Don Tidrow
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Aurelien Albert
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Aurelien Albert
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Torben Dannhauer
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Stephane Lamoliatte
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Stephane Lamoliatte
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Romano José Magacho da Silva
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Romano José Magacho da Silva
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Michael Gronager
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Michael Gronager
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@ -84,10 +84,10 @@ David Spilling
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Daniel Sjölie
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Daniel Sjölie
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Bryan Thrall
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Bryan Thrall
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Fabien Lavignotte
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Fabien Lavignotte
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Andreas Ekstrand
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Mike Connell
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Mike Connell
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Melchior Franz
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Melchior Franz
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Johannes Baeuerle
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Johannes Baeuerle
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Andreas Ekstrand
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Riccardo Corsi
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Riccardo Corsi
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Rafa Gaitan
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Rafa Gaitan
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Neil Hughes
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Neil Hughes
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@ -294,6 +294,7 @@ Daniel Trstenjak
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Craig Bosma
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Craig Bosma
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Claus Scheiblauer
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Claus Scheiblauer
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Christophe Loustaunau
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Christophe Loustaunau
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Christian Ruzicka
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Brad Anderegg
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Brad Anderegg
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Aric Aumann
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Aric Aumann
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Andrew Sampson
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Andrew Sampson
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@ -340,6 +341,7 @@ Ross Anderson
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Ronny Krueger
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Ronny Krueger
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Ronald van Maarseveen
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Ronald van Maarseveen
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Romain Charbit
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Romain Charbit
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Rocco Martino
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Robert Swain
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Robert Swain
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Rob Smith
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Rob Smith
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Rob Radtke
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Rob Radtke
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@ -481,7 +483,6 @@ Clay Fowler
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Chuck Sembroski
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Chuck Sembroski
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Christopher Blaesius
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Christopher Blaesius
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Christophe Herreman
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Christophe Herreman
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Christian Ruzicka
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Christian Noon
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Christian Noon
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Christian Kaser
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Christian Kaser
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Christian Ehrlicher
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Christian Ehrlicher
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2
NEWS.txt
2
NEWS.txt
@ -18,7 +18,7 @@ The !OpenSceneGraph 3.2 release is the culmination of 14 years of work by the op
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* Improvements to osgManipulator NodeKit that introduce new manipulators and improve flexibility and customizability
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* Improvements to osgManipulator NodeKit that introduce new manipulators and improve flexibility and customizability
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* Updates to osgQt to support Qt5 and provide better support for Qt4
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* Updates to osgQt to support Qt5 and provide better support for Qt4
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* New osgGA::Device base class for recieving from and sending events to both real and virtual devices in a generic, extensible way
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* New osgGA::Device base class for recieving from and sending events to both real and virtual devices in a generic, extensible way
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* New ZeroCong, RestHTTP and OSC plugins to enable remote control of applications such as controlling desktop systems from tablets and phones
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* New ZeroConf, RestHTTP and OSC plugins to enable remote control of applications such as controlling desktop systems from tablets and phones
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* Improvements to osgVolume NodeKit and DICOM plugin for better medical visualization
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* Improvements to osgVolume NodeKit and DICOM plugin for better medical visualization
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* New TrackVis .trk track files plugin for the visualization of brain scans.
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* New TrackVis .trk track files plugin for the visualization of brain scans.
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* Improvements to osgPresentation NodeKit and Present3D application to make it possible to create non-linear interactive, remote controlled shows
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* Improvements to osgPresentation NodeKit and Present3D application to make it possible to create non-linear interactive, remote controlled shows
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78
README.txt
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README.txt
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Welcome to the OpenSceneGraph (OSG).
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Welcome to the OpenSceneGraph (OSG).
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For up-to-date information on the project, in-depth details on how to
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For up-to-date information on the project, in-depth details on how to
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compile and run libraries and examples, see the documentation on the
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compile and run libraries and examples, see the documentation on the
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OpenSceneGraph website:
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OpenSceneGraph website:
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http://www.openscenegraph.org
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http://www.openscenegraph.org/index.php/documentation
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For support subscribe to our public mailing list:
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http://www.openscenegraph.org/projects/osg/wiki/MailingLists
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For support subscribe to our public mailing list or forum, details at:
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or forum:
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http://www.openscenegraph.org/index.php/support
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http://forum.openscenegraph.org/
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For the impatient, we've included quick build instructions below, these
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For the impatient, we've included quick build instructions below, these
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are are broken down is three parts:
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are are broken down is three parts:
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@ -27,41 +23,41 @@ more indepth instructions.
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Robert Osfield.
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Robert Osfield.
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Project Lead.
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Project Lead.
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26th April 2013.
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24th July 2013.
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--
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--
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Section 1. How to build the OpenSceneGraph
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Section 1. How to build the OpenSceneGraph
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==========================================
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==========================================
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The OpenSceneGraph uses the CMake build system to generate a
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The OpenSceneGraph uses the CMake build system to generate a
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platform-specific build environment. CMake reads the CMakeLists.txt
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platform-specific build environment. CMake reads the CMakeLists.txt
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files that you'll find throughout the OpenSceneGraph directories,
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files that you'll find throughout the OpenSceneGraph directories,
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checks for installed dependenciesand then generates the appropriate
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checks for installed dependenciesand then generates the appropriate
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build system.
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build system.
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If you don't already have CMake installed on your system you can grab
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If you don't already have CMake installed on your system you can grab
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it from http://www.cmake.org, use version 2.4.6 or later. Details on the
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it from http://www.cmake.org, use version 2.4.6 or later. Details on the
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OpenSceneGraph's CMake build can be found at:
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OpenSceneGraph's CMake build can be found at:
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http://www.openscenegraph.org/projects/osg/wiki/Build/CMake
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http://www.openscenegraph.org/projects/osg/wiki/Build/CMake
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Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX)
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Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX)
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use the cmake or ccmake command-line utils, or use the included tiny
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use the cmake or ccmake command-line utils, or use the included tiny
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configure script that'll run cmake for you. The configure script
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configure script that'll run cmake for you. The configure script
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simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
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simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you
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get the best performance from your final libraries/applications.
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get the best performance from your final libraries/applications.
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cd OpenSceneGraph
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cd OpenSceneGraph
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./configure
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./configure
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make
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make
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sudo make install
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sudo make install
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Alternatively, you can create an out-of-source build directory and run
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Alternatively, you can create an out-of-source build directory and run
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cmake or ccmake from there. The advantage to this approach is that the
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cmake or ccmake from there. The advantage to this approach is that the
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temporary files created by CMake won't clutter the OpenSceneGraph
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temporary files created by CMake won't clutter the OpenSceneGraph
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source directory, and also makes it possible to have multiple
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source directory, and also makes it possible to have multiple
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independent build targets by creating multiple build directories. In a
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independent build targets by creating multiple build directories. In a
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directory alongside the OpenSceneGraph use:
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directory alongside the OpenSceneGraph use:
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mkdir build
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mkdir build
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make
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make
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sudo make install
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sudo make install
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Under Windows use the GUI tool CMakeSetup to build your VisualStudio
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Under Windows use the GUI tool CMakeSetup to build your VisualStudio
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files. The following page on our wiki dedicated to the CMake build
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files. The following page on our wiki dedicated to the CMake build
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system should help guide you through the process:
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system should help guide you through the process:
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http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
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http://www.openscenegraph.org/index.php/documentation/platform-specifics/windows
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Under OSX you can either use the CMake build system above, or use the
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Under OSX you can either use the CMake build system above, or use the
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Xcode projects that you will find in the OpenSceneGraph/Xcode
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Xcode projects that you will find in the OpenSceneGraph/Xcode
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directory. See release notes on OSX CMake build below.
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directory. See release notes on OSX CMake build below.
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For further details on compilation, installation and platform-specific
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For further details on compilation, installation and platform-specific
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information read "Getting Started" guide:
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information read "Getting Started" guide:
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http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted
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http://www.openscenegraph.org/index.php/documentation/10-getting-started
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Section 2. Release notes on OSX build, by Eric Sokolowsky, August 5, 2008
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Section 2. Release notes on OSX build, by Eric Sokolowsky, August 5, 2008
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=========================================================================
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=========================================================================
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* Check that CMAKE_OSX_ARCHITECTURE is i386 for the simulator or armv6;armv7 for the device
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* Check that CMAKE_OSX_ARCHITECTURE is i386 for the simulator or armv6;armv7 for the device
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* Disable DYNAMIC_OPENSCENEGRAPH, DYNAMIC_OPENTHREADS
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* Disable DYNAMIC_OPENSCENEGRAPH, DYNAMIC_OPENTHREADS
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This will give us the static build we need for iPhone.
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This will give us the static build we need for iPhone.
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* Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE,
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* Disable OSG_GL1_AVAILABLE, OSG_GL2_AVAILABLE, OSG_GL3_AVAILABLE,
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OSG_GL_DISPLAYLISTS_AVAILABLE, OSG_GL_VERTEX_FUNCS_AVAILABLE
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OSG_GL_DISPLAYLISTS_AVAILABLE, OSG_GL_VERTEX_FUNCS_AVAILABLE
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* Enable OSG_GLES1_AVAILABLE *OR* OSG_GLES2_AVAILABLE
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* Enable OSG_GLES1_AVAILABLE *OR* OSG_GLES2_AVAILABLE
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* Ensure OSG_WINDOWING_SYSTEM is set to IOS
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* Ensure OSG_WINDOWING_SYSTEM is set to IOS
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* Change FREETYPE include and library paths to an iPhone version
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* Change FREETYPE include and library paths to an iPhone version
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(OpenFrameworks has one bundled with its distribution)
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(OpenFrameworks has one bundled with its distribution)
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* Ensure that CMake_OSX_SYSROOT points to your iOS SDK.
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* Ensure that CMake_OSX_SYSROOT points to your iOS SDK.
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* Generate the Xcode project
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* Generate the Xcode project
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Known issues:
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Known issues:
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* When Linking final app against ive plugin, you need to add -lz to
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* When Linking final app against ive plugin, you need to add -lz to
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the 'Other linker flags' list.
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the 'Other linker flags' list.
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* Apps and exes don't get created
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* Apps and exes don't get created
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* You can only select Simulator, or Device projects. In the XCode
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* You can only select Simulator, or Device projects. In the XCode
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project you will see both types but the sdk they link will
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project you will see both types but the sdk they link will
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be the same.
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be the same.
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