NOTE: To build osgEarth for iOS see Building osgEarth (and OSG) for iOS
Get the Source Code¶
Option 1: use GIT
Option 2: download a tagged version
To download a tarball or ZIP archive of the source code, visit the osgEarth Tags and select the one you want. The latest official release will be at or near the top.
Get the Dependencies¶
Recommended pre-built dependencies
Optional dependencies: osgEarth will compile without them. Look and decide what you need
GEOS 3.2.0 or later - C++ library for topological operations. osgEarth uses GEOS to perform various geometry operations like buffering and intersections. If you plan to use vector feature data in osgEarth, you probably want this.
- SQLite - Self-contained, serverless, zero-configuration, transactional SQL database engine. Used for accessing sqlite/mbtiles datasets. You may need these tips to create the necessary .lib file from the .def and .dll files included in the Windows binaries: http://eli.thegreenplace.net/2009/09/23/compiling-sqlite-on-windows
QT_ - Cross-platform UI framework. Used to built the osgEarthQt support library, which is useful (though not required) for building Qt applications that us osgEarth. Point the
QT_QMAKE_EXECUTABLECMake variable to the
qmake.exeyou want to use and CMake will populate all the other QT variables.
Make sure you built OSG and all the dependencies first.
Here are a few tips.
- Always do an “out-of-source” build with CMake. That is, use a build directory that is separate from the source code. This makes it easier to maintain separate versions and to keep GIT updates clean.
- For optional dependencies (like GEOS), just leave the CMake field blank if you are not using it.
- For the OSG dependencies, just input the OSG_DIR variable, and when you generate CMake will automatically find all the other OSG directories.
- As always, check the forum if you have problems!