If you're planning on modifying the libraries, see also
Notes for Windows Users
Windows users need to take some extra care in compiling their programs.
A number of environment variables control the build process.
- SZGHOME: The top level directory of your distribution. This MUST
- If $SZGBIN is defined, then this is used as the directory for Syzygy
executables and shared libraries that you compile.
- If $SZGBIN is not defined, there are two possibilities, depending upon
whether or not the developer style is "EASY".
- If SZG_DEVELOPER_STYLE=EASY, then your executables and shared libraries
will be placed in $(SZGHOME)/bin. No longer supported
- Otherwise, you are assumed to have a "developer" version of Syzygy
and your executables will be placed in $(SZGHOME)/bin/$(MACHINE_DIR),
where $(MACHINE_DIR) is one of darwin, linux, mips4, or win32.
- SZGEXTERNAL: The location of any external libraries used.
Optional if GLUT is preinstalled.
See this section.
- SZG_LINKING: Controls whether libraries are built as dynamic (shared) libraries
or static. Must be either 'DYNAMIC' or 'STATIC' (defaults to 'DYNAMIC').
If DYNAMIC, then the Syzygy libraries will be built as a set of shared libraries
(.dlls on Windows, .so files on Unix) that applications load at runtime. If
STATIC, the libraries are linked into each executable at build time. The latter
creates larger files but much less of a version-control headache. Note that
scene-graph plugins and Python bindings can only be built with this set
to DYNAMIC, and that STATIC is the only option when compiling with MinGW
g++ on Windows.
- SZG_COMPILER: Currently effective only on Windows. Must be 'VC6' (Visual C++ 6,
the default), 'VC7' (Visual C++ 7), or 'MINGW' (MinGW g++).
- SZGDEBUG: By default, executables and shared libraries are built without
debugging information. If you want to debug, set this to TRUE.
- SZG_STLPORT: This is only used on Windows. If you are using Visual Studio
6, you must set this to TRUE (and have the STLPort headers in your
SZGEXTERNAL directory). If you are using Visual Studio 7 (.NET), then
you must set this to FALSE.
Using the Build Template
Syzygy has a build system designed for writing cross-platform applications,
hiding the differences from the programmer. If your build directory is
simultaneously mounted on different
platforms, you can compile both versions of your code at once.
The directory szg/skeleton represents a build template for your applications.
Copy and re-name that entire directory as you like.
The source files go in skeleton/src. Modify
skeleton/build/makefiles/Makefile.my_app to specify what gets built.
After you've set things up, typing 'make' in the top-level directory
will build your application (assuming you've compiled the Syzygy libraries
first, of course). Typing 'make clean' in the same place will remove
built executables and object files.
The compiled executable will end up in skeleton/build/<platform>
(e.g. skeleton/build/win32 on Windows) and in the directory pointed to by
the SZGBIN environment variable. If SZGBIN is not set, $SZGHOME/bin/<platform>
will be used.
The contents of szg/skeleton:
- szg/skeleton/Makefile: The overall Makefile for the template project.
Scans the host to determine the platform and then executes the appropriate
- szg/skeleton/src: Your source code goes here. It contains two versions of a
simple master/slave program (see the Programming chapter):
skeleton.cpp uses the old method of installing event callback functions,
oopskel.cpp achieves exactly the same behavior by sub-classing the
arMasterSlaveFramework class and overriding callback methods.
- szg/skeleton/build/makefiles/Makefile.my_app: This is the fill you will
edit to create your project. It's heavily commented, so in most cases
it shouldn't be too hard to figure out how you need to modify it.
- szg/skeleton/build/darwin: Contains the Mac OS X Makefile
and OS X objects. The machine-specific Makefile just
sets the machine type and then includes the cross-platform Makefile.my_app.
- szg/skeleton/build/linux: Linux objects.
- szg/skeleton/build/mips4: Irix objects.
- szg/skeleton/build/win32: Windows objects.
- Because Windows uses precompiled headers for speed,
the first non-comment line in every .cpp file must be:
On Unix this does nothing. On Windows (using Visual C++, anyway), omitting this
causes compile errors.
- Within the Syzygy core, the last Syzygy include file in, say, drivers/*.cpp
- Instead of platform-dependent OpenGL includes, do:
and if you want to use the GLUT rendering functions (e.g. glutSolidCube()):
- Each syzygy core class must be declared SZG_CALL. The exception is
classes entirely contained within a .h file: no SZG_CALL for them,
because that confuses Windows' linker.