616f64cf2c
src/osgDB/FileUtils.cpp to implement the official Windows DLL search order as described on the page http://msdn2.microsoft.com/en-us/library/ms682586.aspx . As mentioned, the search order is now: 1. The directory from which the application loaded. 2. The system directory. (C:\Windows\System32 by default, gotten using the GetSystemDirectory function) 3. The 16-bit system directory. (C:\Windows\System by default, gotten by adding "\System" to the path gotten in the next step...) 4. The Windows directory. (C:\Windows by default, gotten using the GetWindowsDirectory function) 5. The current directory. (".") 6. The directories that are listed in the PATH environment variable. (as before) The first four directories are obtained using Win32 API calls, so they should work correctly even on non-standard Windows installs. The changes are well commented and should be clear, even to someone not familiar with the Win32 API. I have tested in a few scenarios and it works as expected. Serge Lages has also tested the changes and confirmed they worked as described. I have not had any other reports though (positive or negative). I also fixed the issue with a trailing semicolon on the PATH adding an empty string to the end of the search paths, as this was an inconsistent side effect rather than a desirable effect. This change will take effect on other platforms as well, but since it tests for an empty string in the last item added to the search paths, it should have no adverse effect. " |
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applications | ||
CMakeModules | ||
doc/Doxyfiles | ||
examples | ||
include | ||
src | ||
VisualStudio | ||
Xcode | ||
AUTHORS.txt | ||
ChangeLog | ||
CMakeLists.txt | ||
configure | ||
genwrapper.conf | ||
LICENSE.txt | ||
NEWS.txt | ||
README.txt | ||
runexamples.bat |
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. 20th August 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. 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.com/index.php?page=Build.CMake 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" at http://www.openscenegraph.org, under "Documentation".