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
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
Hi,
I've had my share of problems with this of late as well, but managed to
get everything working. You have to indeed manually enable OpenGL
support when building wxWidgets.
To do so, you need to edit the 'master setup.h file'. This file can be
found at include/wx/your build platform (as
Jean-Sébastien Guay wrote:
Hello Frank,
I think that it's probably due to the fact that I'm fairly new at this
whole game.
[SNIP long, very helpful text]
Hope this helps,
Yes, a great deal. Thanks a lot! I think I'll be paying a visit to some
bookshops very soon. :)
Frank
Hi everybody,
I've managed to compile OSG (a while ago already) and would now like to
use it in my own project. I'm using wxWidgets (2.8.9) for the GUI and
would like to have OSG render to a wxGLCanvas. There's links to some
examples of this approach on the wiki, which suggests that it's
Paul Melis wrote:
Hi Frank,
Frank van Meurs wrote:
I've managed to compile OSG (a while ago already) and would now like
to use it in my own project. I'm using wxWidgets (2.8.9) for the GUI
and would like to have OSG render to a wxGLCanvas. There's links to
some examples of this approach
Jean-Sébastien Guay wrote:
Hello Frank,
OK, so now it does compile. Great! :) However, my question still
stands, if anybody could point me to some documentation on OSG which
describes how OpenSceneGraph works, why it works that way and
consequently what one needs to do in writing programs.
Jean-Sébastien Guay wrote:
Hello Frank,
However, I haven't the faintest idea of what I'm doing and why I'm
doing the things I'm doing. I can copy code, change a few file/path
strings, even add some drawables to a scene and view the new scene in
the basic viewer (following the tutorials) and
On Jul 25, 2008, at 11:33 PM, Eric Sokolowsky wrote:
I've been away from OSG for a few weeks (vacations, other projects,
etc) but I have some time to get back to it. I'm encountering
trouble building OSG with X11 because CMake can't find GL/glx.h. I'm
going to keep banging away at this,
On Aug 5, 2008, at 2:40 PM, Eric Sokolowsky wrote:
Frank van Meurs wrote:
On Jul 25, 2008, at 11:33 PM, Eric Sokolowsky wrote:
I've been away from OSG for a few weeks (vacations, other
projects, etc) but I have some time to get back to it. I'm
encountering trouble building OSG with X11
Hello,
I'm currently trying to compile OpenSceneGraph for use on my mac,
running Leopard, through the supplied XCode project. Reading through
the release notes, I noticed the 10.4 vs 10.5 warnings, concerning the
GLenum type. Seeing as I only need OSG on my own mac, I then tried to
build
On Jul 22, 2008, at 12:52 PM, Stephan Maximilian Huber wrote:
Frank van Meurs schrieb:
However, as I don't know a great deal about XCode (yet), I would
like to have something verified. While inspecting the dependencies
for OSG in the targets and building OSG, I noticed that, although
Hi,
Whilst compiling OpenSceneGraph-2.5.5, I ran into some minor issues
with building osgUtil. This was due to the fact that the file paths
had not been set properly in the build target, leading to missing
files when compiling.
A solution to this is setting the proper file locations in
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