[ros-users] Progress in rviz on OSX
David Rajaratnam
daver_ml at gemarex.com.au
Mon Mar 21 22:43:55 UTC 2011
Hi,
Just thought I'd report back on my attempts at getting rviz running under OSX. Previously I reported that I successfully had it running on OSX. Unfortunately that was a bit premature on my part :(. I'm still a newbie on ros so hadn't really gotten to the point of trying to do something useful (maybe I first should have gotten familiar with ros running on ubuntu before looking at osx!).
Anyway, rviz is not seg faulting which is definitely a good thing :). However, the main Ogre display window is opening in its own toplevel X window with the title "OgreRenderWindow1". While this window is being actively updated with whatever is happening (maps,etc), however it cannot be moved into the foreground. Moving the mouse over the window makes the cursor change to the osx busy spinning wheel cursor.
I'll keep trying to work out what is going on (whenever I have a spare moment). However, not being particularly familiar with any of WxWidgets, Ogre, OSX development, and lots of other things, I'm not holding my breath that I'll make much progress any time soon.
Cheers,
Dave
On 11/03/2011, at 12:07 PM, David Rajaratnam wrote:
> Hi,
>
> I've just joined the mailing list today and was searching through the
> archives and noticed this thread on getting rviz to work under OSX
> (running X and not Carbon or Cocoa)
>
> In case others are interested I've managed to get it working, although
> more by luck than anything else. Adminttedly, I'm new to ROS so haven't
> actually done anything useful under rviz, but I've definitely gotten
> past the splash screen and onto the main rviz window.
>
> Anyway, I thought I'd share my experience in case it might help someone
> else.
>
> I've installed/uninstalled/re-installed various macports so many times
> that I'm not exactly sure what exactly got things working. However here
> are some of the things I noted down:
>
> I found the following discussions useful. Although some of it was out of
> date, and I ended up installing and the removing the prepackaged
> OgreSDK.
>
> http://ros-users.122217.n3.nabble.com/rviz-on-snow-leopard-td817095.html
>
> http://ros-users.122217.n3.nabble.com/ogre-tools-broken-on-CTurtle-Snow-leopard-td1443501.html
>
> I installed the latest Nvidia CG toolkit from the nvidia webpage:
>
> http://developer.nvidia.com/page/cg_main.html
>
>
> As someone else noted in this thread I had to change #ifdef __WXMAC__ to
> #ifdef __APPLE__ (actually I just deleted the necessary bits - since by
> that stage the frustration was getting to me).
>
> What might be important is that during my initial attempts to compile
> rviz, it compiled ok without these changes (although it did segfault at
> the splash screen). It was only after removing the old OgreSDK and
> removing/re-installing various macport packages that it actually failed
> to compile and I needed to change the code. And then the only change I
> needed to make to get things to compile was the bit that was looking for
> 'sigtimedwait' instead of 'sigwait' (around line 284 of
> rviz/visualizer_app.cpp). The fact that it previous compiled must mean
> that something somewhere was incorrectly defining __WXMAC__. I wonder if
> whatever caused that is still lurking in your attempts to compile and
> that is why you are still getting the segfaults?
>
> One thing that may or may not be relevant. I'm running 32-bit Snow
> Leopard (sadly I'm still using a first generation macbook). I don't know
> what would be different when compiling on 64 bit Mac OSX.
>
> One question. When I initially ran rviz I was getting a missing library
> error for libassimp.1.dylib. So I had to set:
>
> DYLD_LIBRARY_PATH=<my path to dimondback>/robot_model/assimp/lib/
>
> Any thoughts on why its not finding this one library?
>
> Anyway thanks and good luck,
> Dave
>
>
>
>
>
>
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