[osg-users] Xcode project issues
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=13573#13573 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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. 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. W.r.t. Cocoa, in OSG svn/trunk version there is support for Cocoa windowing, this isn't available in OSG-2.8.x. 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. 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. 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=13573#13573 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
Hi Brent, Robert, I've tried compiling OSG on my own Mac a while ago, using the provided XCode project. In short, it turned out that there were quite a few remnants of Stephan's personal configuration strewn about the project. I can imagine this happening, as there's quite a lot of places these specifics are set and could be overlooked. That and other things at the time made me actually give up on trying to work with OSG on my Mac in general. However, I would advise you to just use the CMake build system to generate an XCode project for your system. I didn't do that at the time either, which caused quite a headache. In general however, the system has proven to work very well.Try out CMake in a sandboxed spot a few times to get the hang of how it works and then do the real thing. You'll probably need to figure out some platform specific places where headers are located (somewhere in some Frameworks probably). If you keep running into problems, I could try and compile it again myself some time and let you know. Basically, 'what Robert says'. ;) Cheers, Frank Robert Osfield 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. 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. [SNIPSNIP] 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
hello, the matrix manipulator from osg::GA has the method "home(double)". I use this method to change the position of the camera to the new home position. But I don't know what the double parameter represent? Cheers, Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
Hi Martin, Could you please use a new thread to ask a new question, I won't answer this question here as this thread is about XCode projects, you'll need to report your question under an appropriate heading. Robert. 2009/6/5 Großer Martin : > hello, > > the matrix manipulator from osg::GA has the method "home(double)". I use > this method to change the position of the camera to the new home > position. But I don't know what the double parameter represent? > > Cheers, > > Martin > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
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
Re: [osg-users] Xcode project issues
HI Brent, On Fri, Jun 5, 2009 at 3:46 PM, Brent Gulanowski wrote: > 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. Um you are a little short of grasping just how powerful CMake is... CMake generates project files for many different tools, it allows you to use one set of build scripts for all platforms, so you can move from VS 7 to VS 8 to Cygin to Linux with Makefiles, to Linux with KDevelop, to OSX with Makefile, OSX with XCode etc. CMake also can query all your dependencies and switch the build on/off of various components. This is critical for projects like the OSG that has hundreds of separate components libs/examples. Do stuff just in XCode and all you do is a that fixed subset that you've configured by hand, and if the XCode project format change you have to port to this new version of XCode and then you loose the ability to port back to older version of XCode if you have too... >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. We you can make any decision for your own code as you can limit who builds against it and you can limit just how complicated your build is. The OSG pushes build systems because of it's extreme portability and number of components and wide range dependencies, for the OSG project CMake is a god send. >> 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. It does still sound like your experiencing problems with hand built XCode project being too inflexible. Try CMake, it's XCode support isn't perfect but it may well be better than the hand built ones. Also consider building the OSG using Makefiles. It's far easier to automate builds using Makefiles. You'll be primarily and end user of the OSG rather than a developer of the OSG, so all you mostly should need form the OSG is the binaries/libraries and headers. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
Hi Brent, Brent Gulanowski schrieb: > 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. Yeah, the xcode-project-files are really old. I don't see a standard in Deployment / Development. Other open source tools name them differently. In the end they are only used for folder-names. In the current trunk there are now 6 configurations 32bit Carbon debug / release, 32bit cocoa debug / release and 64bit cocoa debug/release. But feel free to modify the xcode-project and send them back to me, I'll test the changes on my end and submit them to subversion. > 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. As noted before, these files are hanging around for about 6 years. osg matured in that time a lot and not all movements were incorporated in the xcode-project-files. I like xcode a lot but it has some instabilities with big projects (like osg) and some annoyances (for example storing the full path to info.plist files in the project-configuration) which breaks interoperability for other users. > 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). Can you describe your errors in more detail? Building the frameworks, plugins and examples should IMHO work. > 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. AFAIK you can't use dynamic libs on the iphone, you'll have to create static libs or add the source-files of the lib to your project. I think this is because of code-signing-issues. As Robert mentioned you'll need OpenGL ES 1.0 for the IPhone anyway which osg can't handle yet. As I am the "maintainer" of the xcode projects please send me your changes and I will check them in. It's really hard to maintain these project files, too many libs, plugins and examples to observe. For now I am using an automated build process to spot any compile errors on HEAD. But CMake is the future for building osg (you can use xcode for your own projects and add the osg-libs and plugins) If I find some spare-time in the near future I'll try to add framework-support to the cmake-files, because this is the only thing which stops me using cmake, and why I am still using+maintainting the xcode-projects. And, as Robert noted, the current trunk has now support for Cocoa + 64bit, and it's relatively easy to combine osgViewer with custom Cocoa-applications. But be aware, that this code needs some more love and is not fully tested. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
Hi Frank, Frank van Meurs schrieb: > Hi Brent, Robert, > > I've tried compiling OSG on my own Mac a while ago, using the provided > XCode project. In short, it turned out that there were quite a few > remnants of Stephan's personal configuration strewn about the project. I > can imagine this happening, as there's quite a lot of places these > specifics are set and could be overlooked. That and other things at the > time made me actually give up on trying to work with OSG on my Mac in > general. Please report such annoyances and bugs to me or the list, it's hard to keep an eye on every aspect of the project-files and xcode makes it really hard to add new subprojects without full file-paths (a common mistake by me). And, if nobody complains I think that everything works :) thanks, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
Hi Brent, Brent Gulanowski schrieb: > 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. THis makes sense for your own project utilizing osg. There's no need to use xcode to build frameworks, which you can include into your own projects. And there's no need to use cmake for your own projects. Cmake is great to reduce the hassle of maintaining different build tools for the osg-libs, -plugins and -examples. What you use for your own projects is in your hand. For example I am using xcode for a client-project including the dylibs generated by a cmake-based-build. With some love of install_name_tool you can even bundle the dylibs in your app-bundle. > 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. You mentioned instabilities. I've seen this too with the new Xcode-versions. I am using xcode 3.1.3 and most of the time I have no problems with the osg-project-files. > 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. I am by no means an xcode expert so I am interested in some more infos regarding this stuff. > But it sounds to me (from the OS X Readme) > that cmake has some hurdles to overcome itself. cmake gets better and better with every version. The only missing piece on the osg/os x front for me is building of embeddable frameworks. Theoretically cmake can do this, but I didn't have time to try it out. > 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. This is not a 1 vs. 0 decision. Use cmake to build the dylibs + plugins, use xcode for your own projects. No problems. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
Stephan Maximilian Huber wrote: Hi Frank, Frank van Meurs schrieb: Hi Brent, Robert, I've tried compiling OSG on my own Mac a while ago, using the provided XCode project. In short, it turned out that there were quite a few remnants of Stephan's personal configuration strewn about the project. I can imagine this happening, as there's quite a lot of places these specifics are set and could be overlooked. That and other things at the time made me actually give up on trying to work with OSG on my Mac in general. Please report such annoyances and bugs to me or the list, it's hard to keep an eye on every aspect of the project-files and xcode makes it really hard to add new subprojects without full file-paths (a common mistake by me). And, if nobody complains I think that everything works :) thanks, Stephan Hey Stephan, You're right, I should have. By the time I fixed a bunch, however, I forgot which one's I'd changed and why. But, by then I had also grasped CMake and switched platforms. Anyway, whatever the reasons for not doing so, I should have reported them and will do so in the future (should I be working on a Mac again). Thanks for the effort though. :) Frank ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Xcode project issues
robertosfield wrote: > HI Brent, > > On Fri, Jun 5, 2009 at 3:46 PM, Brent > Gulanowski<> wrote: > > > 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. > > > > Um you are a little short of grasping just how powerful CMake is... > I wasn't questioning the power of cmake. But it's beside the point. I just want to read the source code using Xcode. Whether the project file is human or machine-built ultimately makes zero difference to me, as long as it doesn't throw Xcode into conniptions. If the auto-generated project file doesn't exhibit the annoying behaviour I'm experiencing, then it's a win for me. As I prefer to work in Xcode, I'd like if the project also built from Xcode and I could run it normally from there, and stuff like that, but that's another story. I just really wanted to know if anyone else saw the issues I was experiencing. But since it seems almost no-one else is using that project, it's unlikely they'll have experienced those issues. I can build the frameworks, plug-ins and examples fine now, so as long as I don't open the header files (or I solve the problem in some other way, either by making my own projects or by using a cmake-generated one that somehow magically doesn't have the problem), I can live with that. The only question I have now is, can I generate xcode project with cmake using the 2.8.1 distribution, or do I have to get it all from the repo? And is there a set of instructions for running cmake? I don't intend to learn how to use it right now. Thanks, Brent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13633#13633 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org