Updated the docs on compiling under Windows.
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@ -88,21 +88,33 @@ For platform specific details:
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<u><a name="Compiling under Windows with Visual Studio">Compiling under Windows with Visual Studio.</a></u></h2>
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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. The OSG will compile
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with the basic VisualC++6.0, but its recommended that you use Service Pack
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4 to fix MS compiler bugs which affect the OSG. Even Service Pack 4 does
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not completely fix MSVC bugs associated with STL, so it is recommended
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that you also use STLPort which can be downloaded from http://www.stlport.org
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since they actually know how to write a STL library and have done a rather
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good job at it. Notes on using STLport at the bottom of this file.
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with the basic VisualC++6.0, but, and this is a big but, the STL version which
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comes with VisualC++6.0 is extremely buggy and unable to handle things even
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as simple as std::mamp without crashing, even the latest severice packs (which are
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recommended won't fix the STL bugs). This is a problem for the OpenSceneGraph
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since it makes proper use of Standard C++. One can struggle on with the MS's
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and expect crashes and optimization disabled, or adopt one of the follwing:
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<ol>
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<li> Visual Studio .NET </li>
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<li> 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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<li> STLport - <a href="http://www.stlport.org">http://www.stlport.org</a></li>
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</ol>
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</p>
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<p>The OSG is composed of a number of libraries and executables, to get
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running you'll need at least to compile osg,osgUtil,osgDB,osgGLUT, dot_osg
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and sgv. The rest of the libraries and executables are optional and can
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<p>The OSG is composed of a number of scene graph libraries (with Core in front of the project names),
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executables (with Demos in front of the project names), and plugins which read and write 3D data formats
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and 2D image formats. 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 are optional and can
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be compiled if you need them, however for simplicity I would recommend
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doing a batch build of all the libraries and executables in the distribution,
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some of the plug-ins which support non native file formats may not compile
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due to dependencies on other libraries (such as libpng), you can ignore
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these compilation errors unless you need to load the related file types.
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these compilation errors unless you need to load the related file types. To help
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the compilationon the plugins, osgGLUT and osgText one can download .zip
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archive will all the dependancies in it. Further details on this .zip file can
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be found in <i><a href="dependencies.html">dependencies.html</a></i>
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</p>
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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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@ -115,7 +127,29 @@ to help the location of datafiles. For example :
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have been zipped up for your convienice, your find these on the OSG release
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download directory.
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<h2>
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Using STLport under Windows</h2>
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Using Visual Studio .NET</h2>
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<p>
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Looks like Microsoft have eventually got their act together on the compiler front,
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the compiler looks Standard C++ compilient with a solid STL implement, so this is
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the recommend route.</p>
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<h2>
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Using Dinkumware STL</h2>
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<p>
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The basic jist is that you'll need to download their STL implementation, and follow their
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instructions of how toforce VisualStudio to pick up the new STL implementation. More details
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at <a href="http://www.dinkumware.com/vc_fixes.html">http://www.dinkumware.com/vc_fixes.html</a>.
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</p>
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<p>
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Once it is installed everything should compile fine and not crash, but you won't be running at full
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speed since the build #odef's out some important state optimizations since the basic VisualStudio
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can't handle it. You can safely remove the #ifdef from src/osgUtil/Otimizer.cpp, Line 44.
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The #ifdef is smart enough to do this automatically when using VIsualStudio .NET and STLport so that
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modification by hand won't be required. Unfortunately there doesn't seem to be a special define associated
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with the Dinkumware STL for the #ifdef to pick up on.
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</p>
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<h2>
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Using STLport</h2>
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</p>
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The OSG has been tested under Windows with STLport-4.5, which allows the
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users to configure the type of STL support required for STLport itself.
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@ -135,8 +169,6 @@ in Visual Studio to pick up on STLport: Select the "Tools" menu. Select
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Then press the up array to move the entry all the way to the top of the
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list, thus overriding MS's own STL implementations.
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</p>
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<br>
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<hr>
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