robertosfield wrote:
> Hi Brent,
> 
> I'm not a OSX users, but do occasionally compile up on OSX machines
> (mostly remote login) and always use cmake and Makefiles so can't
> comment too specifically on XCode projects as I never use these.  You
> can generate XCode projects from CMake, but haven't tried this, the
> Cmake generated XCode projects are the future, the old hand maintained
> XCode projects are officially deprecated.  Stephan Huber currently
> maintains the old XCode projects and keeps them roughly in sync.


I see. However, it seems counter-intuitive to me to use an automated tool to 
generate project files meant primarily to be read and processed by Xcode, for 
human users. Why not just generate build file formats themselves designed for 
automated processing? Xcode is a user tool. If you're going to use Xcode to do 
OSG development, then it only makes sense to manage the project by hand. If, 
alternatively, you aren't going to use Xcode, it doesn't make much sense to me 
to generate Xcode project files by any means, by hand or using an automated 
system.


> 
> One thing I am aware of is that XCode isn't forwards/backwards
> compatible w.r.t it's own project file format, so if you aren't using
> the same version that Stephan is using then there is good chance that
> you'll see problems.   Perhaps Stephan will spot this thread and fill
> in more details.


While this is true, it does not lead to problems of the sort I'm experiencing. 
All Xcode 3.x version are able to read and write Xcode 2 and later formats. The 
project file in the distribution is set to Xcode 3, and I'm using the iPhone 
Dev Kit v3, which uses Xcode 3.1.3.


> 
> W.r.t. Cocoa, in OSG svn/trunk version there is support for Cocoa
> windowing, this isn't available in OSG-2.8.x.


Great, I'll check it out.


> 
> W.r.t IPhone, you aren't the first person to show interest in this.
> The may chunk of the work in this will be OpenGL ES 1.x support, and
> there has been some preliminary test ports done to OpenGL ES 1.x so it
> should certainly be doable to do an IPhone port of the OSG.


Cool.


> 
> Personally I'd recommend learning a bit about CMake, it's a great tool
> for generate project files, and keep the door open to porting to other
> platforms, as well as handling optional compile components, something
> that hand maintained XCode project simple can't do.
> 


I'll check it out. Although I wouldn't be too quick to declare Xcode's build 
system to be missing such features. It's a lot more powerful and flexible than 
people seem to realize. Not that it's perfect, by a long shot. But it sounds to 
me (from the OS X Readme) that cmake has some hurdles to overcome itself. cmake 
may be the future for OSG, but Xcode is the present and the future for 
developers on Mac OS X. It's actively maintained and being enhanced by Apple 
all the time.


> 
> Robert.
> 
> On Fri, Jun 5, 2009 at 1:44 PM, Brent
> Gulanowski<> wrote:
> 
> > Hi,
> > 
> > This is moved from the submissions forum/list. Forgive the mispost there.
> > 
> > Building the source from Xcode using the Xcode project file included in the 
> > 2.8.1 distribution download, and encountered some issues.  Not using cmake 
> > (which is unfamiliar to me).
> > 
> > Notice that the Xcode build configurations are not using what are now the 
> > standard names (Debug and Release), instead using the ones from a few years 
> > back (Development and Deployment). Maybe a cosmetic thing, but would be 
> > nice if they were standard.
> > 
> > I find Xcode really dislikes the project. I don't know if it's my system, 
> > or a bad index somewhere, but I have a horrendous problem with Xcode 
> > constantly running both CPU cores hot whenever I do anything in the 
> > OpenSceneGraph project. Anyone else have this problem? I'm wondering if 
> > maybe the project has exceeded some limit of Xcode's ability to handle 
> > either the number of files or the number of targets in one project.
> > 
> > I have a MacBook Pro Dual Core 2.2.
> > 
> > I've been unable to get it to build, nor can I successfully clean the 
> > project, because it keeps claiming there is no build product name defined 
> > for one of the aggregate targets (and trying to inspect the same 
> > SDLdependentStuff target causes an exception).
> > 
> > I'm fairly novice with 3D but looking for a starting point that I can use 
> > in Cocoa software for Mac OS X. Might even want something that could work 
> > on iPhone eventually. I would definitely want to replace the AGL with NSGL 
> > support, with which I am familiar.
> > 
> > As an aside, whatever is being attempted with cmake, I'd suggest abandoning 
> > that in favour of Xcode's own command-line build tool, xcodebuild. It 
> > understands Xcode project files. Or is there some reason it doesn't work 
> > with whatever build automation system you have? Then the single-project 
> > file approach can also be replaced with separate project files (perhaps 
> > three: one for core libraries, one for plug-ins, and one for examples).
> > 
> > Again, I am willing to make that work if OSG looks like it might be 
> > something I can adapt myself to.
> > 
> > ...
> > 
> > Thank you!
> > 
> > Cheers,
> > Brent
> > 
> 
> 


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13588#13588





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