5293f8caf8
the demos.
381 lines
15 KiB
Plaintext
381 lines
15 KiB
Plaintext
The following is a very basic intro of how to get the OSG going under Linux,
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FreeBSD, IRIX, Windows and Mac. Each intro mentions OpenSceneGraph-Data, it is
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recommended that you also download it alongside this source distribution.
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The scene graph depends upon Standard C++, STL and OpenGL so you need a C++
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compiler up to the task and OpenGL or Mesa installed. The viewer depends upon
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GLUT which you'll need to download and install from the GLUT website. The
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OSG has it own native ascii file format, and .rgb image reader inbuilt which
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allows you read the example data with any dependencies other than C++, STL and
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OpenGL.
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The new osgText library adds the dependency of the freetype library for support
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of true type fonts, however it is not essential to the core library, so you can
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comment it out from compilation by modifying the src/Makefile, and src/Demos/Makefile.
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I you wish to use fonts then you can download freetype from www.freetype.org. The
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osgText library also requires an up to date GLU implementation which supports
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GLU1.2 tessellation routines. If you your current GLU is out of date you'll need
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to download the latest, for instance the sgi's sample implementation for
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GLU from the www.opengl.org website.
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The OSG also has a set of plug-ins which support non-native 3d database and
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image formats, several have no dependencies on external libraries (flt,3ds,obj,
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lwo,dw, tga & pic), while others (pfb,jpeg,gif,tiff) require other libraries
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to be installed to compile them. If you don't already have them installed then
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don't worry, you'll still be able to use the OSG, just comment out the plugins
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you can't compile from the src/osgPlugins/Makefile. The core osg library and
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viewer has been designed to load the plug-ins at run-time only and if they
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are required to load a specific data set. If you don't need them for your
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datasets then it won't matter that you haven't been able to compile
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all the plug-ins. A full list of dependencies and where to download the
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required libraries are listed in the index.html.
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If you're coming across the OSG for the first time and want to get started
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quickly, go right ahead and follow the compilation instructions. You can
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always later download the libraries which the plug-ins require if you
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eventually need them.
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If you haven't already checked it out, for a list of distribution contents,
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contacts and links to documentation check out index.html.
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Compiling under Linux
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---------------------
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To compile, from the OSG root directory, type:
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make
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Note, make should automatically detect linux and copy the
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Make/makerules.linux and Make/makedefs.linux over the
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default Make/makerules and Make/makedefs. If autodetection
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does not work type 'make linux'.
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And if you wish to install the OSG to /usr/include/ &
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/usr/lib then su root, and type:
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make install
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or
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make instlinks
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To get full details of make options, type:
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make help
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Compiling under FreeBSD
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-----------------------
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To compile, from the OSG root directory, type :
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make freebsd
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And if you wish to install the OSG to /usr/include/ &
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/usr/lib then su root, and type:
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make install
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or
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make instlinks
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To get full details of make options, type:
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make help
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Compiling under IRIX
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--------------------
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Since the OSG uses Standard C++ features such as STL it is important
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to have an up to date version of the MIPSPro compilers. The library
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has been tested under MIPSPro7.3 & MIPSPro7.2.1, and *may* compile
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under previous versions but has yet to be tested. It is recommended
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to use MIPSPro7.3.1.1m.
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When compiling with MIPSPro7.2.1 you will need to use STLport for its
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proper implementation of Standard C++ iostreams which are missing
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from compiler own implementation. See the bottom of this file for
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further information on STLport.
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To compile, from the OSG root directory, type :
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make
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Note, make should automatically detect IRIX and copy the
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Make/makerules.irix.std and Make/makedefs.irix.std over the
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default Make/makerules and Make/makedefs. If autodetection
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does not work type 'make irix' for MIPSPro7.3 or 'make irix.old'
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for MIPSPro7.2.1 and before.
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And if you wish to install the OSG to /usr/include/ &
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/usr/lib then su root, and type:
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make install
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or
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make instlinks
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To get full details of make options, type:
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make help
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Compiling under Windows
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-----------------------
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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
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compile with the basic VisualC++6.0, but its recommended that you use
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Service Pack 4 to fix MS compiler bugs which affect the OSG. Even
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Service Pack 4 does not completely fix MSVC bugs associated with STL, so
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it is recommended that you also use STLPort which can be downloaded
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from http://www.stlport.org since they actually know how to write a
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STL library and have done a rather good job at it. Notes on using
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STLport at the bottom of this file.
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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,
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dot_osg and sgv. The rest of the libraries and executables are
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optional and can be compiled if you need them, however for simplicity
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I would recommend doing a batch build of all the libraries and executables
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in the distribution, some of the plug-ins which support non native file
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formats may not compile due to dependencies on other libraries (such
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as libpng), you can ignore these compilation errors unless you need
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to load the related file types.
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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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to your autoexec.bat, its also useful to add the OSGFILEPATH to your
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autoexec.bat to help the location of datafiles. For example :
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SET OSGFILEPATH=D:\OpenSceneGraph-Data;D:\OpenSceneGraph-Data\Images
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SET PATH=C:\WINDOWS;C:\WINDOWS\COMMAND;D:\osg-0.8.43\bin;
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To help compilation of the image reader plugins, various image libraries
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have been zipped up for your convienice, your find these on the OSG
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release download directory.
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Compiling under MacOS 9
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-----------------------
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The Microwerks Codewarrior workspace files can be found under the
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Microwerks directory. Further details to be fleshed out since
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Mac port is in its early stages and is not uptodate with the
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current release. To get it compiling you will have to use these
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Codewarrior files as a starting place. If you get it running and
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have time to maintian the port please email robert@openscenegraph.org.
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Compiling under MacOS X (instructions written by Phil Atkin)
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------------------------------------------------------------
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For anyone who's ever used a Unix box for development it really is so simple
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it's insane.
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You need to have installed the Developer tools from the CD that comes for
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free with OS X. This gives you compilers, headers, frameworks - stuff like
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GLUT and Carbon for developers.
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Everything is done command-line, so you need to get to the underlying OS
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rather than the Aqua gloss. The Mac comes with an app in
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Applications/Utilities called Terminal - open up any Finder window (e.g
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double-click on your hard disk icon), click on the Applications icon at the
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top right of the window, then click on the Utilities folder to get access to
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all the grubby apps which give away the real OS roots underneath the shiny
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paintwork. Anyone developing will need Terminal so much they should put it
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in their Dock. You do that by grabbing the icon of the app in the Utilities
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folder and dragging it to the bottom of your screen, at which point the
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other app icons in the Dock slide away to leave a gap which when you release
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the mouse button leaves Terminal permanently available, just a mouse click
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away on your desktop. When you start Terminal it brings you up a csh
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running under Darwin (which is the BSD-with-knobs-on that underlies OS X),
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and does a cd to ~ (otherwise /Users/username of whoever you are logged in
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as, as far as the Finder in OS X is concerned you are in the Users/username
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folder of the harddisk the machine booted from).
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Then you are in Unix land, and it's all very familiar.
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You will need a .cshrc file with $OSGHOME (as above), and
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this is a filename that the Mac won't let you see from the Finder or in fact
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generate from an app, so I used vi to create that. Then I just went
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cd $OSGHOME
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make clean
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make macosx
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And it sounds too good to be true but it is that simple. It's worth doing
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some editing on the Makefiles in the Plugins and Demos directories so that
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it only tries to build a subset, otherwise the developer will have to dig
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out the support projects like jpeg etc. I have only built up to now sgv,
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hangglide, osgcube, osgreflect, osgviews and in the Plugins have built osg
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rgb 3ds and a couple others - will check and get back to you.
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Tricky bit -
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Installing the libdl.a is more trouble, as you have to enable the root
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account on the machine, which by default is switched off as the machines
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ship for security reasons. Rather than typing in and risking error through
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paraphrase, here is a link to a site which tells you how to do this -
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http://www.macos.utah.edu/Documentation/macosx/security/enablerootuser.html
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Or alternately
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http://www.thinkmacintosh.com/osxfaq.html
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One you have a root account enabled, you have to su root you cd to the
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directory which the Fink installer generates, and it puts libdl.a and the
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associated .h files in sensible system places so the compiler just finds
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them.
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There is one oddball problem - if you rely on Path to find the resulting
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executables, a weird Core Graphics error occurs - so even though I set up my
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path to include $(OSGHOME)/bin, and when I cd to $OSGHOME and type for
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example hangglide, the application starts fine (so it is in the path), but
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at the point it tries to use GLUT to open a window it falls over with a CGS
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error (which is I think Core Graphics System). If you explicitly go
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bin/hangglide it works fine. Weird, it may be an OS X 10.04 issue which is
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gone in 10.1 or it may be a weirdy in the Mac GLUT implementation, but
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forewarned is forearmed.
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OSGFILEPATH environmental variable
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----------------------------------
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For the OSG to locate file data files easily an environmetal variable
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OSGFILEPATH is used at run-time by the osgDB library. Note, for examples
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below substitute in the ${OSGDATA} directory with your own path
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where appropriate)
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Add the following to your .cshrc (note paths seperated by colon's):
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setenv OSGFILEPATH ./:${OSGDATA}:${OSGDATA}/Images
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Or the following if you're using a sh compatible shell :
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export OSGFILEPATH=./:${OSGDATA}:${OSGDATA}/Images:
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Or under windows (note paths seperated by semi-colon's) :
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SET OSGFILEPATH=./:${OSGDATA};${OSGDATA}/Images
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Running the demos
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-----------------
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To run the viewer demo type (you made need to type rehash first under Unix) :
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sgv cow.osg
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sgv lz.rgb
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or
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sgv Spinnercar.flt
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sgv Alley.3ds
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sgv town_ogl_pfi.pfb
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or
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sgv -stereo cow.osg (see doc/stereo.html for further details)
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or
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sgv -stencil cow.osg (to turn on use of the stencil buffer and
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enable the overdraw stats mode.)
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or
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sgv (with no arguments prints out usage to console.)
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Other run other demos type
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osgcube
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or
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hangglide
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hangglide master.flt
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or
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osgreflect cow.osg
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or
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osgconv Alley.3ds Alley.osg
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or
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osgtexture lz.rgb tree.rgb
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or
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osgimpostor cow.osg
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or
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osgviews glider.osg
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(Note: the file is picked up by checking the directories pointed to
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by $OSGFILEPATH)
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Plug-in dependencies
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--------------------
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You may have compile errors if you don't have all the required libraries,
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especially for the plugins. As long as the core libraries osg, osgUtl,
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osgGLUT and sgv have compiled you won't have any problems running the osg
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itself but may not be able to use some non-native data formats. To get
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the problematic plugins working you may need to download support libraries
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such as libtiff, libjpeg etc. For further details see index.html.
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Using STLport under Windows
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---------------------------
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The OSG has been tested under Windows with STLport-4.5, which allows
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the users to configure the type of STL support required for STLport
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itself. The key configuration that the OSG needs to do is to enable
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the wrapping of MS's own iostreams, than using STLport's own
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implementation. The later is not required because this has not be
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problematic under Windows, it is only the container classes and
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algorithms that need replacing (thanks to MS's utterly hopeless
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implementation of these). Using the iostream wrappping option means
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the STLport can just be used on your include path, there is no need to
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compile STLport itself, or link into any special libraries.
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To configure STLport simply comment IN (its commented out by default),
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the follwing line from STLport-4.5/stlport/stl_user_config.h so it
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should look:
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# define _STLP_NO_OWN_IOSTREAMS 1
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Then configure the includes path in Visual Studio to pick up on STLport:
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Select the "Tools" menu.
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Select "Options"
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In the Options dialog, select the "Directories" tab
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Under the "include" option, add the path to STLport4.5, something like:
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D:/STLport4.5/stlport
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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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STLport under IRIX with MipsPro7.2
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----------------------------------
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This hasn't been tried yet, but STLport should allow the OSG to compile
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with the old MipsPro7.2 compilers which don't have their own StandardC++
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iostreams implementation (they only have iostrean.h etc). Since the
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OSG now only links to the StandardC++ version, STLport should be able
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to provide the StandardC++ iostreams for us. You may need to modify
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include paths set up in Make/makedefs.irix.nonstd. The default option
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of using STLport own iostreams is required, which is in contrast to
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the situation under Windows as outlined above. Let us know how you
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get on.
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