f57875ad02
files got messed up, most notiably the Nib and also the Localized strings file. I didn't notice the latter until now so Martin is missing this file. Anyway, the attached tar contains all new versions of all the necessary files. There are cleanups and fixes to a lot of things. Martin did a good job porting the thing to osg::Viewer so most of the code changes I made address other areas. Two things I noticed in the new port you might want to consider as feedback. First, there might be a bug with osgViewer when the view size goes to 0. If you play with the splitviews in this program and shrink the view until it is closed, and then re-expand it, the model doesn't come back, not even after a home() call. SimpleViewer didn't have this problem. Second, a more minor thing, this program has a take-screenshot--and-copy-to-clipboard feature via Cmd-C (or Menu item). I achieve this by using osg::Camera to render to an FBO and then copy the contents to Cocoa. To insert the camera, I manipulate the scenegraph so I can get the camera node in and out. I end up calling setSceneData at the end of eveything to restore everything to the original state before I started mucking with the scenegraph. This unfortunately, triggers a home() reset. So in this particular case, it make Copy look like it's changing the scene. The old SimpleViewer had the same problem, but I was able to work around it by directly invoking the underlying SceneView's setSceneData so the home() mechanism was bypassed. The viewer design seems to protect this data more carefully so the bypass trick won't work. My feedback is that maybe a flag or extra parameter can be introduced so a reset is not triggered if not desired. I have checked in a ton of Xcode fixes for the entire build process in general so once this piece gets checked in, hopefully everything will build cleanly." |
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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, how to indepth details on how to compile and run libraries and examples, and see the documentation on the OpenSceneGraph website. http://www.openscenegraph.org For the impatient, read the simplified build notes below. Robert Osfield. Project Lead. 6th June 2007. -- Notes for 1.9.8 release ======================= OpenThreads/include and src directories has now been merged directly into the OpenSceneGraph distribution, this means that you don't need to download, compile or install it, and will be able to remove the external OpenThreads from your system. -- How to build the OpenSceneGraph =============================== The OpenSceneGraph use the CMake build system to generate platform specific build environment. CMake reads the CMakeLists.txt files that you'll find throughout the OpenSceneGraph directories, check for installed dependnecies and then generate the appropriate build system. If you don't already have CMake installed on your system you can grab it from http://www.cmake.org, version 2.4.6 or later. Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX) use the cmake or ccmake commandline 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 libriaries/applications. cd OpenSceneGraph ./configure make sudo make install Alternatively, you can create an out of source build directory and run configure from there. The advantage to this approach is that the temporary files created by CMake won't clutter the OpenSceneGraph source directory, also makes it possilble to build multiple 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 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 OpenSceneGraph/Xcode. For further details on compiliation, installation and platform specific information read "Getting Started" at http://www.openscenegraph.org, under "Documentation".