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Re: Input on OpenSceneGraph and OGRE as tools for a development project
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Re: Input on OpenSceneGraph and OGRE as tools for a development project



I gave Ogre3D a good shot, and found that the Mac OS X port was sloppy. I have a version downloaded from a while ago that works (after extensive cleaning up of the Xcode project... (hint: absolute paths are bad!)) but the latest two that I've tried I wasn't even able to compile... some source files seemed to be missing. I couldn't find any Mac specific help from the community, either. (That could be a time zone thing)

At any rate, I wouldn't recommend Ogre 3D until the Mac OS X side of it improves. Your results may vary.

I have the .14 version building, but have not tried the more recent ones. It took a few hours to sort out the problems with the project and a little longer to get the precompiled header stuff working, but once I got it all working I was able to build apps which use it.


I am fairly happy with the stuff it supports and I didn't have any trouble beyond the project file issues. I also too ODE and setup some sample apps which use the ODE physics engine to move OGRE stuff around. Pretty cool stuff.

Ogre is a really well thought out 3D rendering engine. There were a few problems with the Mac build, but they weren't too difficult to sort out. My objections we're mostly on the CM level: reliance on having frameworks (like IL, LCMS, Cg) installed globally to a system rather than under source control is poor for repeatable builds. But then, everyone probably wants to configure this differently in any case; we can't expect the base team to do all the work for us. All in all, Ogre directly or indirectly relies on about 12 other libraries (depending on your options). [Actually, I want to insert a rant here about the need for developers to embedded frameworks within their application bundles. There are very few excuses for requiring a framework to be installed for an entire machine, and in the case of something like OpenAL or Cg, it's dangerous and evil to rely on this. Anyway, back to the regularly scheduled program.]


After this, my major problem with the Mac version stems from problems with Cg. A few of the demos don't work on Mac at the moment (normal mapping etc) due to bugs in Cg. The PC guys can work around this by using CG 1.1, but unfortunately, this was never released for Mac. If you don't plan to use Cg for your shaders, this shouldn't be a problem, and the Ogre guys are talking with NVidia about these problems. There are some other demo bugs (eg, some of the water materials just don't render properly on Mac) which I haven't tracked down the cause as of v0.15.1.

But... version 1.0 RC1 has just been released, and there are some cool improvements. I'm about to integrate that vendor branch; I'll let you know how it goes.

Cheers,
Tim Wayper

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References: 
 >Re: Input on OpenSceneGraph and OGRE as tools for a development project (From: Jonathan Czeck <email@hidden>)
 >Re: Input on OpenSceneGraph and OGRE as tools for a development project (From: Howard Shere <email@hidden>)



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