Alan Purvis | 1 Oct 2006 04:28
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Re: Cross-platform development

Hi Watson,

I'm doing exactly the same thing with some software I'm developing.  
My program is being developed on a mac, but with the intention that  
it should be subsequently ported to other platforms. OSG is  
wonderfully platform agnostic, especially if you can do away with  
producer and use your own windowing code, though producer does  
support mac/linux/windows, so if they're your only platforms of  
concern you might not mind that restriction. Other than that, the  
usual rules of cross platform development will obviously apply to  
your own code, keep everything platform specific away from the  
general iso-c++ stuff, consider using polymorphism to abstract  
platform specifics from general application concepts.

On a slightly unrelated topic, how do you find developing your code  
on a mac? I've been a long time mac user (over a decade), but I've  
been growing increasingly disgruntled with the state of 3d  
development on the mac, glsl support in particular. Sometimes I  
wonder if disposing of the niceties of osx in favour of real real gpu  
drivers wouldn't be worth it. It's downright ridiculous that a quad  
g5 with 8gb of ram and a 7800gt shouldn't support floating point  
fbos, or up until recently, glsl at all :(

Alan.

On 1 Oct 2006, at 02:22, Watson Ladd wrote:

> Hello,
> I am working on a cross-platform app that uses OSG. The primary
> development environment is a Mac.  The goal is to minimize per-OS  
> build
> system changes. How should I do this?
> Thanks,
> Watson Ladd.
> -- 
> They who would give up an essential liberty for temporary security,
>  deserve neither liberty or security
> --Benjamin Franklin
>
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Gmane