384 lines
17 KiB
HTML
384 lines
17 KiB
HTML
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<meta name="GENERATOR" content="Mozilla/4.77 [en] (X11; U; Linux 2.4.3-20mdk i686) [Netscape]">
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<title>Installation instructions</title>
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</head>
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<body text="#000000" bgcolor="#FFFFFF" link="#0000FF" vlink="#990066" alink="#FF0000">
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<img SRC="images/OpenSceneGraphBanner_Distribution.jpg">
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<table>
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<tr>
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<td><a href="index.html">Index</a></td>
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<td><a href="introduction.html">Introduction</a></td>
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<td><a href="contents.html">Contents</a></td>
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<td><a href="install.html">Install</a></td>
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<td><a href="dependencies.html">Dependencies</a></td>
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<td><a href="examples.html">examples</a></td>
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<td><a href="data.html">Data</a></td>
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<td><a href="osgviewer.html">Viewer</a></td>
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<td><a href="stereo.html">Stereo</a></td>
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<td><a href="plan.html">Plan</a></td>
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<td><a href="documentation.html">Reference Guides</a></td>
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</tr>
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</table>
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<h2>
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<u>Compiling and installing the OpenSceneGraph</u></h2>
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The scene graph depends upon Standard C++, STL and OpenGL so you need a
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C++ compiler up to the task and OpenGL or Mesa installed. The example applications depend
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upon Open Producer which you'll need to download and install from the Producer website.
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The OSG has it own native ascii file format, and .rgb image reader
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which allows you read the example data with any dependencies other than
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C++, STL and OpenGL.
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<p>The OSG also has a set of plug-ins which support non-native 3d database
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and 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
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libraries to be installed to compile them. If you don't already have them
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installed then don't worry, you'll still be able to use the OSG, just comment
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out the plugins you can't compile from the src/osgPlugins/Makefile. The
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core osg library and viewer has been designed to load the plug-ins at run-time
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only and if they are required to load a specific data set. If you don't
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need them for your datasets then it won't matter that you haven't been
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able to compile all the plug-ins. A full list of dependencies and where
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to download the required libraries are listed in the
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<i><a href="dependencies.html">dependencies.html</a></i>
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<p>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 eventually
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need them.
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<ul>
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<li>
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<a href="#Compiling under Windows with Visual Studio">Compiling under Windows
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with Visual Studio</a></li>
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<li>
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Compiling under Unix (including Mac OSX and Cygwin)</li>
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<p><br>Building the OSG requires 'gmake', due to the extensive use of gmake
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directives in the Makefiles. You can get gmake from here if you don't already
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have it installed: http://www.gnu.org/software/make/
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<p>Almost all of the unix compiling is done simply with <b>make; make install</b>
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with <b>make help</b> to bring up help. For platform specific details:
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<ul>
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<li>
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<a href="#Cygwin">Cygwin</a></li>
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<li>
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<a href="#Linux">Linux</a></li>
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<li>
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<a href="#Free BSD">Free BSD</a></li>
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<li>
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<a href="#Mac OSX">Mac OSX</a></li>
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<li>
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<a href="#IRIX">IRIX</a></li>
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<li>
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<a href="#Solaris">Solaris</a></li>
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</ul>
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</ul>
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<hr>
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<h3>
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<a NAME="Compiling under Windows with Visual Studio"></a><u>Compiling under
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Windows with Visual Studio.</u></h3>
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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. VC++6.0 workspace
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files can also be used in VisualStudio7.0 without problem.
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<p><b>IMPORTANT NOTE:</b> Whilst the OSG will compile cleanly with the basic VC++6.0 and
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its own STL implementation, the OSG will crash regularily due to bugs in VC++6.0's
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STL. VC++6.0's STL is horribly broken and therefore is <b>*NOT*</b> supported. Do not
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attempt to use the OSG in conjunction with native VC++6.0 STL implemention.
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<p>The supported combinations are:
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<ol>
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<li>
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Visual Studio7.0 .NET </li>
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<li>
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Visual Studio6.0 + Dinkumware's STL bug fix patches (see details below).</li>
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<li>
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Visual Studio6.0 + STLport (see details below)</li>
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</ol>
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<p>The OSG is composed of a number of scene graph libraries (with Core in
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front of the project names), executables (with examples in front of the project
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names), and plugins which read and write 3D data formats and 2D image formats
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(with osgPlugins in front of the project names).
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To get the OSG running you'll need at least to compile Core osg,osgUtil,osgDB,osgProducer,
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osgPlugin dot_osg and Demo osgviewer. The rest of the libraries and executables
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are 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 as
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libpng), you can ignore these compilation errors unless you need to load
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the related file types. To help the compilation the plugins, osgProducer and
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osgText one can download .zip archive will all the dependencies in it.
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Further details on this .zip file can be found in <i><a href="dependencies.html">dependencies.html</a></i>
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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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to your autoexec.bat, its also useful to add the OSGFILEPATH to your autoexec.bat
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to help the location of datafiles. For example :
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<p>SET OSGFILEPATH=D:\OpenSceneGraph-Data;D:\OpenSceneGraph-Data\Images
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<br>SET PATH=C:\WINDOWS;C:\WINDOWS\COMMAND;D:\osg-0.8.43\bin;
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<p>To help compilation of the image reader plugins, various image libraries
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have been zipped up for your convenience, your find these on the OSG release
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download directory
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<h3>
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Using Visual Studio .NET</h3>
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Visual Studio 7.0 .MET has a solid STL implementation and improve standard C++ complient
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and works with the OpenSceneGraph without problems. This is the recommended route.
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<h3>
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Using Dinkumware STL</h3>
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The basic jist is that you'll need to download their STL implementation,
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and follow their instructions of how to force VisualStudio to pick up the
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new STL implementation. More details at <a href="http://www.dinkumware.com/vc_fixes.html">http://www.dinkumware.com/vc_fixes.html</a>.
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<p>Once it is installed everything should compile fine and not crash, but
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you won't be running at full speed since the build #ifdef's out some important
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state optimizations since the basic VisualStudio can't handle it. You can
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safely remove the #ifdef from src/osgUtil/Otimizer.cpp, Line 44. The #ifdef
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is smart enough to do this automatically when using VisualStudio .NET and
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STLport so that modification by hand won't be required. Unfortunately there
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doesn't seem to be a special define associated with the Dinkumware STL
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for the #ifdef to pick up on.
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<h3>
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Using STLport</h3>
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<p>A very good HOWTO for installing and making the STLPort libs on MSVC6
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can be found at <a href="http://www.softadvances.com/articles/stlportusing.html">http://www.softadvances.com/articles/stlportusing.html</a>
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<p>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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The key configuration that the OSG needs to do is to enable the wrapping
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of MS's own iostreams, than using STLport's own implementation. The later
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is not required because this has not be problematic under Windows, it is
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only the container classes and algorithms that need replacing. Using the iostream wrapping
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option means the STLport can just be used on your include path, there is
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no need to 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 following line from STLport-4.5/stlport/stl_user_config.h so it should
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look:
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<ul>
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# define _STLP_NO_OWN_IOSTREAMS 1
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</ul>
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<p>Then configure the includes path in Visual Studio to pick up on STLport: Select the "Tools" menu. Select
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"Options" In the Options dialog, select the "Directories" tab Under the
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"include" option, add the path to STLport4.5, something like: 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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<h3>Linking your own apps to the OpenSceneGraph</h3>
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<p>All OpenSceneGraph libraries, plugins and executables are compiled with
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the multi-threaded dll option turned ON, and with RTTI turned ON. Your own
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projects which link to the OpenSceneGraph must uses these same options or
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your application will crash or produce unpredicatable behavior.
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<h3>Syntax highlight + OpenScenegraph Standard C++ style headers</h3>
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<p>The OpenSceneGraph uses Standard C++ style extensionless headers, which
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poor VisualStudio doesn't automatically recognize as suitable for
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syntax highlighting (compile works fine though), even the StandardC++
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header themselves require a hack to get VisualStudio to highlight them
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properly. The easy answer is to use that same hack to get it to recognize
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the OpenSceneGraph headers too. To make easy a modified header listing file
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can be found in the VisualStudio/LANDEXT.DAT. First copy the original
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LANDEXT.DAT file (located in C:\Progam Files\Microsoft Visual Studio\Common\MSDev98\Bin)
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to LANDEXT.DAT.BKP, and then copy over the OpenSceneGraph one. Once you have
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done this VisualStudio will syntax highlight them without problem.
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<hr>
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<h3>
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<a NAME="Linux"></a><u>Compiling under Linux</u></h3>
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Compile, from the OSG root directory, ('%' is UNIX csh prompt) type:
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<blockquote><tt>% make</tt></blockquote>
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Note, make should automatically detect linux and build optimized targets
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for your system. And if you wish to install the OSG type:
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<blockquote><tt>% make install</tt></blockquote>
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or
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<blockquote><tt>% make instlinks</tt></blockquote>
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To get full details of make options, type:
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<blockquote><tt>% make help</tt></blockquote>
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(highly recommended)
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<p>The osgText library now depends upon GLU1.3 functionality, and only
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the recent Mesa version have this as standard. Unfortunately not all Linux
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distributions are up to date even recent ones. If you have problems compiling
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osgText due to GLU problems then check out the details at the bottom of
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this file, under the title RedHat7.1 & GLU1.3 for a quick way of installing
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GLU1.3 in the right place.
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<h3>
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RedHat 7.2 & GLU1.3</h3>
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I have posted a simple fix for those of us who have been unable to correctly
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build OSG 0.8.43 on Redhat 7.2. You can download it at http://www.openscenegraph.org/download/dependencies/ReadHat7.2_fixglu.tar.gz
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To install it, follow these steps:
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<p>English
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<blockquote>1) Untar the tarball. It will create a directory called fixosg/
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<br>2) Change to the ReadHat7.2_fixglu/ directory
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<br>3) Become root
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<br>4) Run the script called fixglu</blockquote>
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Cmd line
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<blockquote>tar xvzf ReadHat7.2_fixglu.tar.gz
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<br>cd ReadHat7.2_fixglu/
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<br>su (your root password)
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<br>./fixglu
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<br>exit</blockquote>
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You should then be able to do a "make" in your OSG directory and everything
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will build as it should. Let me know if this doesn't work and I will try
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to improve it. Email me directly for help instead of posting here. There's
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a README in the tarball with some info on what the script actually does.
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There's nothing wrong with OSG itself; the problem with Redhat 7.2 is that
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it doesn't have GLU 1.3 by default, which OSG is now dependent on (for
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osgText.) Good luck everyone. - Clay
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<p>
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<hr>
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<h3>
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<a NAME="Free BSD"></a><u>Compiling under FreeBSD</u></h3>
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Compile, from the OSG root directory, ('%' is UNIX csh prompt) type:
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<blockquote><tt>% make</tt></blockquote>
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Note, make should automatically detect linux and build optimized targets
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for your system. And if you wish to install the OSG type:
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<blockquote><tt>% make install</tt></blockquote>
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or
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<blockquote><tt>% make instlinks</tt></blockquote>
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To get full details of make options, type:
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<blockquote><tt>% make help</tt></blockquote>
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(highly recommended)
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<p>
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<hr>
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<h3>
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<a NAME="IRIX"></a><u>Compiling under IRIX</u></h3>
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Since the OSG uses Standard C++ features such as STL it is important to
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have an up to date version of the MIPSPro compilers, ie. 7.3 or later.
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Support for MIPSPro7.2.1 has now been dropped since it was becoming to
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unwildy to support and is very rarely used in the OSG community. It is
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recommended to use MIPSPro7.3.1.1m.
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<p>Compile, from the OSG root directory, ('%' is UNIX csh prompt) type:
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<blockquote><tt>% make</tt></blockquote>
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Note, make should automatically detect linux and build optimized targets
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for your system. And if you wish to install the OSG type:
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<blockquote><tt>% make install</tt></blockquote>
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or
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<blockquote><tt>% make instlinks</tt></blockquote>
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To get full details of make options, type:
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<blockquote><tt>% make help</tt></blockquote>
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(highly recommended)
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<br>
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<hr>
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<h3>
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<a NAME="Solaris"></a><u>Compiling under Solaris</u></h3>
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Compile, from the OSG root directory, ('%' is UNIX csh prompt) type:
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<blockquote><tt>% make</tt></blockquote>
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Note, make should automatically detect linux and build optimized targets
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for your system. And if you wish to install the OSG type:
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<blockquote><tt>% make install</tt></blockquote>
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or
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<blockquote><tt>% make instlinks</tt></blockquote>
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To get full details of make options, type:
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<blockquote><tt>% make help</tt></blockquote>
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(highly recommended)
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<br>
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<hr>
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<h3>
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<a NAME="Mac OSX"></a><u>Compiling under MacOS X</u></h3>
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For anyone who's ever used a Unix box for development, well, the mac
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<i>is</i> a Unix box. It's very simple to get OpenSceneGraph building
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and running under Mac OS X. The main requirement is that you need to have
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installed the Developer tools from the CD that comes
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for free with OS X. This gives you compilers, headers, frameworks - stuff
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like Producer and Carbon for developers. Get those here:
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<ul>
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<li> The Apple <a href="http://developer.apple.com/tools/macosxtools.html">
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developer tools website</a>.
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</ul>
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<p>Everything is done command-line, so you need to get to a shell before
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proceeding. The Mac comes with an app in Applications/Utilities
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called Terminal - open up any Finder window (e.g double-click on your hard
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disk icon), click on the Applications icon at the top right of the window,
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then click on the Utilities folder to get access to the Terminal.
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When you start Terminal it brings you up a csh running from your ~/ directory.
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Now, go to your OpenSceneGraph directory, and simply type:
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<p>
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<blockquote>
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<tt>make -j2</tt>
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</blockquote>
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And some time later you'll be rewarded with a lovely set of binaries and
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libraries. The Mac OSX build currently only builds a subset of the total
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functionality in OpenSceneGraph, but a large subset at that. Some of
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the remaining projects are known to build as well, but have external
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dependencies on libraries such as libtiff, libjpg, libpng, etc. and
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so are not included in the default build. However, if you examine
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the file <tt>OpenSceneGraph/Make/makedefs</tt> you will find which extra
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projects build for the mac, provided you have the external libraries
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required. Details
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on how to install these external libraries are outside the scope of
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this document, but for starting points, see one of:
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<ul>
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<li> The <a href="http://fink.sourceforge.net">fink project</a>.
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<li> The <a href="http://gnu-darwin.sourceforge.net/">GNU-Darwin project</a>.
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</ul>
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<h4> Running the examples </h4>
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Once you've got OpenSceneGraph built, you're ready to run your examples.
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As with other builds on other platforms, OpenSceneGraph requires
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you to set a few environment variables which describe your installation. These
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environment variables should be full-path, not relative, and a list
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of these for a csh-derived environment follow:
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<blockquote>
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<tt>
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setenv OSGHOME `pwd`/OpenSceneGraph <br>
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setenv OSGFILEPATH `pwd`/OpenSceneGraph-Data <br>
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setenv OSG_LD_LIBRARY_PATH ${OSGHOME}/lib <br>
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setenv DYLD_LIBRARY_PATH ${OSG_LD_LIBRARY_PATH} <br>
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setenv DYLD_BIND_AT_LAUNCH <br>
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</tt>
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</blockquote>
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<h4> Notes </h4>
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<ul>
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<li> <b>Input Focus</b>: Many OSG examples have keyboard commands, however, when launching
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apps from the Mac Terminal, the focus seems to remain in the Terminal. Option-Clicking on
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the graphics window focuses it as the recipient of events, and allows these keyboard commands
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to then function properly.
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<li> <b>Known Bugs</b>:
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<li> <b>Installation</b>: No package based version of an OS X installer yet exists.
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</ul>
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<h3>
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<a NAME="Cygwin"></a><u>Compiling under Cygwin</u></h3>
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To compile, from the OSG root directory, type: make Note, make should automatically
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detect your system and build optimized targets for your system. And if
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you wish to install the OSG type: make install Note that make symbolic
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links don't seem to work under cygwin, so a make instlinks will simply
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copy files just like make install. 'make install' places all files in /usr/local/OpenSceneGraph
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under appropriate sub directories. To get full details of make options,
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type: make help (highly recommended)
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<p>OSG_FILE_PATH environmental variable
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<p>For the OSG to locate file data files easily an environmental variable
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OSG_FILE_PATH is used at run-time by the osgDB library. Note, for examples
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below substitute in the ${OSGDATA} directory with your own path where appropriate)
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Add the following to your .cshrc (note paths separated by colon's): setenv
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OSG_FILE_PATH ./:${OSGDATA}:${OSGDATA}/Images Or the following if you're
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using a sh compatible shell : export OSG_FILE_PATH=./:${OSGDATA}:${OSGDATA}/Images:
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Or under windows (note paths seperated by semi-colon's) : SET OSG_FILE_PATH=./:${OSGDATA};${OSGDATA}/Images
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</body>
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</html>
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