[osg-users] Xcode project issues

2009-06-05 Thread Brent Gulanowski
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

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http://forum.openscenegraph.org/viewtopic.php?p=13573#13573





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Re: [osg-users] Xcode project issues

2009-06-05 Thread Robert Osfield
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
>
>
>
>
>
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Frank van Meurs

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


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Re: [osg-users] Xcode project issues

2009-06-05 Thread 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

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Re: [osg-users] Xcode project issues

2009-06-05 Thread Robert Osfield
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
>
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Brent Gulanowski

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

2009-06-05 Thread Robert Osfield
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.
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Stephan Maximilian Huber
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

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Re: [osg-users] Xcode project issues

2009-06-05 Thread Stephan Maximilian Huber
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
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Stephan Maximilian Huber
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
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Frank van Meurs

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
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Re: [osg-users] Xcode project issues

2009-06-05 Thread Brent Gulanowski

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

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