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
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
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.
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