Re: [osg-users] [build] OSX X11 Build System Failures
Fix submitted in Submissions Post (http://forum.openscenegraph.org/viewtopic.php?t=16036). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68244#68244 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSX X11 Build System Failures
Hi all, I realized that the OpenGL link dependencies for OSG are not quite correct for OSX/X11. Specifically, if OSG_WINDOWING_SYSTEM is X11 then osgViewer is built with X11/OpenGL, but osg (base) is still built with Cocoa/OpenGL. This mismatch of OpenGL implementations can cause very unexpected runtime errors for 3rd-party apps that use OSG on OSX/X11. An example of this happens when running "osgviewer cow.osg" with an OSX/X11 build; the viewer starts in fullscreen. As things are now, if you press "f", it goes into windowed mode but the window is black. With the proposed change, everything works as expected. My proposed change is to move the OSX/X11-specific OpenGL link code from osgViewer/CMakeLists.txt to the root CMakeLists.txt. I've done this, and am testing it out now. I'll post the git patch to osg-submissions soon. Ravi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68223#68223 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSX X11 Build System Failures
Fix submitted in Submissions Post (http://forum.openscenegraph.org/viewtopic.php?p=68188). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68190#68190 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSX X11 Build System Failures
OK, looks like the fix could be Code: IF(APPLE AND NOT (OSG_WINDOWING_SYSTEM STREQUAL "Cocoa")) RETURN() ENDIF() This applies to avfoundation (which only compiles on OSX anyway), as well as osgmultitouch and osgoscdevice examples, which will continue to compile on non-apple platforms as before. At least this will allow everything to compile on OSX/X11 until someone gets around to modifying actual source code for OSX/X11 compatibility. Robert if you want, I can send the appropriate CMakeLists.txt files to submissions. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67808#67808 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSX X11 Build System Failures
Oops the fix I posted is wrong. osgmultitouch and osgoscdevice should continue to work on non-Apple platforms. Any ideas on a good fix? Ravi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67769#67769 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] OSX X11 Build System Failures
Hi all, A few of the newer OSG components explicitly reference osgViewer::GraphicsWindowCocoa in their code. This causes link errors when compiling OSG on MacOS with OSG_WINDOWING_SYSTEM set to X11. The affected components are: avfoundation (osgdb), osgmultitouch (examples), osgoscdevice (examples). Currently the only check done in their CMake scripts is IF(APPLE), which implicitly assumes that everyone on Mac is building Cocoa. One simple fix is to add a check at the beginning of the affected components' CMakeLists.txt files. e.g.: Code: IF(NOT (OSG_WINDOWING_SYSTEM STREQUAL "Cocoa")) RETURN() ENDIF() This will only build that component if the windowing system is Cocoa. Thoughts appreciated, Ravi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67767#67767 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org