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		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58038</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58038"/>
		<updated>2013-02-18T15:20:21Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install SimGear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system, in /usr and /usr/local. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''ICU'' and ''boost'' ===&lt;br /&gt;
Download ICU source from here&lt;br /&gt;
http://site.icu-project.org/download&lt;br /&gt;
then&lt;br /&gt;
 cd icu/source&lt;br /&gt;
 chmod +x runConfigureICU configure install-sh&lt;br /&gt;
 ./runConfigureICU MacOSX&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
Download recent boost from here:&lt;br /&gt;
 http://www.boost.org/users/download/ &lt;br /&gt;
CD into the boost directory , run:&lt;br /&gt;
 ./bootstrap.sh --with-python=/usr/bin/python&lt;br /&gt;
 sudo ./bjam architecture=combined address-model=32_64 install&lt;br /&gt;
&lt;br /&gt;
Note: this step can take more than 1 hour! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' ===&lt;br /&gt;
Download and install cmake from here:&lt;br /&gt;
http://www.cmake.org/cmake/resources/software.html&lt;br /&gt;
&lt;br /&gt;
When you want to compile against SDK 10.5 and target 10.5 you will need the&lt;br /&gt;
&amp;quot;Mac OSX 32-bit Universal (for Intel or PPC, Tiger/10.4 or later)&amp;quot; version.&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux \&lt;br /&gt;
 --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -DJASPER_LIBRARY= -DOSG_USE_QT=0 -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
  cmake ../. -G &amp;quot;Unix Makefiles&amp;quot; ../. \&lt;br /&gt;
  -DENABLE_TESTS=1 \&lt;br /&gt;
  -DENABLE_RTI=0 \&lt;br /&gt;
  -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386&amp;quot; \&lt;br /&gt;
  -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 \&lt;br /&gt;
  -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
  -DJPEG_FACTORY=0 \&lt;br /&gt;
  -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
  cmake ../. -G &amp;quot;Unix Makefiles&amp;quot; ../. \&lt;br /&gt;
  -DENABLE_TESTS=1 \&lt;br /&gt;
  -DENABLE_RTI=0 \&lt;br /&gt;
  -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386&amp;quot; \&lt;br /&gt;
  -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 \&lt;br /&gt;
  -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
  -DJPEG_FACTORY=0 \&lt;br /&gt;
  -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58037</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58037"/>
		<updated>2013-02-18T15:19:47Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install FlightGear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system, in /usr and /usr/local. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''ICU'' and ''boost'' ===&lt;br /&gt;
Download ICU source from here&lt;br /&gt;
http://site.icu-project.org/download&lt;br /&gt;
then&lt;br /&gt;
 cd icu/source&lt;br /&gt;
 chmod +x runConfigureICU configure install-sh&lt;br /&gt;
 ./runConfigureICU MacOSX&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
Download recent boost from here:&lt;br /&gt;
 http://www.boost.org/users/download/ &lt;br /&gt;
CD into the boost directory , run:&lt;br /&gt;
 ./bootstrap.sh --with-python=/usr/bin/python&lt;br /&gt;
 sudo ./bjam architecture=combined address-model=32_64 install&lt;br /&gt;
&lt;br /&gt;
Note: this step can take more than 1 hour! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' ===&lt;br /&gt;
Download and install cmake from here:&lt;br /&gt;
http://www.cmake.org/cmake/resources/software.html&lt;br /&gt;
&lt;br /&gt;
When you want to compile against SDK 10.5 and target 10.5 you will need the&lt;br /&gt;
&amp;quot;Mac OSX 32-bit Universal (for Intel or PPC, Tiger/10.4 or later)&amp;quot; version.&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux \&lt;br /&gt;
 --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -DJASPER_LIBRARY= -DOSG_USE_QT=0 -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
  cmake -G &amp;quot;Unix Makefiles&amp;quot; ../. \&lt;br /&gt;
  -DENABLE_TESTS=1 \&lt;br /&gt;
  -DENABLE_RTI=0 \&lt;br /&gt;
  -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386&amp;quot; \&lt;br /&gt;
  -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 \&lt;br /&gt;
  -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
  -DJPEG_FACTORY=0 \&lt;br /&gt;
  -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
  cmake ../. -G &amp;quot;Unix Makefiles&amp;quot; ../. \&lt;br /&gt;
  -DENABLE_TESTS=1 \&lt;br /&gt;
  -DENABLE_RTI=0 \&lt;br /&gt;
  -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386&amp;quot; \&lt;br /&gt;
  -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 \&lt;br /&gt;
  -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
  -DJPEG_FACTORY=0 \&lt;br /&gt;
  -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58036</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58036"/>
		<updated>2013-02-18T15:17:36Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install SimGear (!new since nov 2011: cmake build) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system, in /usr and /usr/local. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''ICU'' and ''boost'' ===&lt;br /&gt;
Download ICU source from here&lt;br /&gt;
http://site.icu-project.org/download&lt;br /&gt;
then&lt;br /&gt;
 cd icu/source&lt;br /&gt;
 chmod +x runConfigureICU configure install-sh&lt;br /&gt;
 ./runConfigureICU MacOSX&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
Download recent boost from here:&lt;br /&gt;
 http://www.boost.org/users/download/ &lt;br /&gt;
CD into the boost directory , run:&lt;br /&gt;
 ./bootstrap.sh --with-python=/usr/bin/python&lt;br /&gt;
 sudo ./bjam architecture=combined address-model=32_64 install&lt;br /&gt;
&lt;br /&gt;
Note: this step can take more than 1 hour! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' ===&lt;br /&gt;
Download and install cmake from here:&lt;br /&gt;
http://www.cmake.org/cmake/resources/software.html&lt;br /&gt;
&lt;br /&gt;
When you want to compile against SDK 10.5 and target 10.5 you will need the&lt;br /&gt;
&amp;quot;Mac OSX 32-bit Universal (for Intel or PPC, Tiger/10.4 or later)&amp;quot; version.&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux \&lt;br /&gt;
 --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -DJASPER_LIBRARY= -DOSG_USE_QT=0 -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
  cmake -G &amp;quot;Unix Makefiles&amp;quot; ../. \&lt;br /&gt;
  -DENABLE_TESTS=1 \&lt;br /&gt;
  -DENABLE_RTI=0 \&lt;br /&gt;
  -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386&amp;quot; \&lt;br /&gt;
  -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 \&lt;br /&gt;
  -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
  -DJPEG_FACTORY=0 \&lt;br /&gt;
  -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58035</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58035"/>
		<updated>2013-02-18T15:14:53Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Default installing locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system, in /usr and /usr/local. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''ICU'' and ''boost'' ===&lt;br /&gt;
Download ICU source from here&lt;br /&gt;
http://site.icu-project.org/download&lt;br /&gt;
then&lt;br /&gt;
 cd icu/source&lt;br /&gt;
 chmod +x runConfigureICU configure install-sh&lt;br /&gt;
 ./runConfigureICU MacOSX&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
Download recent boost from here:&lt;br /&gt;
 http://www.boost.org/users/download/ &lt;br /&gt;
CD into the boost directory , run:&lt;br /&gt;
 ./bootstrap.sh --with-python=/usr/bin/python&lt;br /&gt;
 sudo ./bjam architecture=combined address-model=32_64 install&lt;br /&gt;
&lt;br /&gt;
Note: this step can take more than 1 hour! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' ===&lt;br /&gt;
Download and install cmake from here:&lt;br /&gt;
http://www.cmake.org/cmake/resources/software.html&lt;br /&gt;
&lt;br /&gt;
When you want to compile against SDK 10.5 and target 10.5 you will need the&lt;br /&gt;
&amp;quot;Mac OSX 32-bit Universal (for Intel or PPC, Tiger/10.4 or later)&amp;quot; version.&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux \&lt;br /&gt;
 --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -DJASPER_LIBRARY= -DOSG_USE_QT=0 -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58033</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58033"/>
		<updated>2013-02-18T15:13:44Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install cmake (&amp;gt;= 2.8.8) with MacPorts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''ICU'' and ''boost'' ===&lt;br /&gt;
Download ICU source from here&lt;br /&gt;
http://site.icu-project.org/download&lt;br /&gt;
then&lt;br /&gt;
 cd icu/source&lt;br /&gt;
 chmod +x runConfigureICU configure install-sh&lt;br /&gt;
 ./runConfigureICU MacOSX&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
Download recent boost from here:&lt;br /&gt;
 http://www.boost.org/users/download/ &lt;br /&gt;
CD into the boost directory , run:&lt;br /&gt;
 ./bootstrap.sh --with-python=/usr/bin/python&lt;br /&gt;
 sudo ./bjam architecture=combined address-model=32_64 install&lt;br /&gt;
&lt;br /&gt;
Note: this step can take more than 1 hour! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' ===&lt;br /&gt;
Download and install cmake from here:&lt;br /&gt;
http://www.cmake.org/cmake/resources/software.html&lt;br /&gt;
&lt;br /&gt;
When you want to compile against SDK 10.5 and target 10.5 you will need the&lt;br /&gt;
&amp;quot;Mac OSX 32-bit Universal (for Intel or PPC, Tiger/10.4 or later)&amp;quot; version.&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux \&lt;br /&gt;
 --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -DJASPER_LIBRARY= -DOSG_USE_QT=0 -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58031</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58031"/>
		<updated>2013-02-18T15:10:56Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install boost (1.52.0) with MacPorts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''ICU'' and ''boost'' ===&lt;br /&gt;
Download ICU source from here&lt;br /&gt;
http://site.icu-project.org/download&lt;br /&gt;
then&lt;br /&gt;
 cd icu/source&lt;br /&gt;
 chmod +x runConfigureICU configure install-sh&lt;br /&gt;
 ./runConfigureICU MacOSX&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
Download recent boost from here:&lt;br /&gt;
 http://www.boost.org/users/download/ &lt;br /&gt;
CD into the boost directory , run:&lt;br /&gt;
 ./bootstrap.sh --with-python=/usr/bin/python&lt;br /&gt;
 sudo ./bjam architecture=combined address-model=32_64 install&lt;br /&gt;
&lt;br /&gt;
Note: this step can take more than 1 hour! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux \&lt;br /&gt;
 --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -DJASPER_LIBRARY= -DOSG_USE_QT=0 -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58026</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58026"/>
		<updated>2013-02-18T15:04:55Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Download and install OpenSceneGraph trunk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux \&lt;br /&gt;
 --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -DJASPER_LIBRARY= -DOSG_USE_QT=0 -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58023</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58023"/>
		<updated>2013-02-18T14:59:48Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install plib (1.8.5/trunk) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux \&lt;br /&gt;
 --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk \&lt;br /&gt;
 -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58021</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58021"/>
		<updated>2013-02-18T14:58:50Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Download and Install GIT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58020</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58020"/>
		<updated>2013-02-18T14:58:17Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58018</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58018"/>
		<updated>2013-02-18T14:57:24Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Update MacPorts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58017</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=58017"/>
		<updated>2013-02-18T14:57:05Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install MacPorts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57933</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57933"/>
		<updated>2013-02-14T22:56:28Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Download and install OpenSceneGraph trunk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
 mkdir build &amp;amp;&amp;amp; cd build&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake ../.  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
'''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57932</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57932"/>
		<updated>2013-02-14T22:52:46Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install FlightGear (!new since nov 2011: cmake build) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57931</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57931"/>
		<updated>2013-02-14T22:51:23Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install cmake (2.8.6) with MacPorts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (&amp;gt;= 2.8.8) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57930</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57930"/>
		<updated>2013-02-14T22:50:01Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install plib (1.8.5) +universal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (2.8.6) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5/trunk) ===&lt;br /&gt;
Checkout plib trunk with:&lt;br /&gt;
 svn checkout https://plib.svn.sourceforge.net/svnroot/plib/trunk&lt;br /&gt;
Then run (for target OSX 10.5/i386 i.e.):&lt;br /&gt;
 ./autogen&lt;br /&gt;
 ./configure --disable-pw --disable-sl --disable-psl --disable-ssg --disable-ssgaux --prefix=/usr/local CXXFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot; CFLAGS=&amp;quot;-arch i386 -isysroot /Developer/SDKs/MacOSX10.5.sdk -mmacosx-version-min=10.5&amp;quot;&lt;br /&gt;
and finally:&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57929</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57929"/>
		<updated>2013-02-14T22:45:51Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install Xcode Developer Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 (i386) you can use Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (i386, x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Newer Xcode 4.0 is free but is installed with Apple's appstore now. When you want to install flightgear with SDK 10.5 and target 10.5 you need Dev Tools/Xcode &amp;lt;= 3.2.6&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (2.8.6) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5) +universal ===&lt;br /&gt;
just install plib via MacPorts&lt;br /&gt;
 sudo port install plib +universal&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57928</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57928"/>
		<updated>2013-02-14T22:41:36Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 you need Dev Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Note that apple charges for version 4.0 and later and it is hard to find the links for older versions. However you can still use the required version for flightgear [3.2 or later] for free and you don’t need Dev Tools &amp;gt;= 4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&lt;br /&gt;
Update : Xcode is free (again ?) but is normally installed with Apple's appstore now.&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (2.8.6) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5) +universal ===&lt;br /&gt;
just install plib via MacPorts&lt;br /&gt;
 sudo port install plib +universal&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57927</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57927"/>
		<updated>2013-02-14T22:41:05Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install the ALUT.framework */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, ALUT.framework, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 you need Dev Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Note that apple charges for version 4.0 and later and it is hard to find the links for older versions. However you can still use the required version for flightgear [3.2 or later] for free and you don’t need Dev Tools &amp;gt;= 4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&lt;br /&gt;
Update : Xcode is free (again ?) but is normally installed with Apple's appstore now.&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (2.8.6) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5) +universal ===&lt;br /&gt;
just install plib via MacPorts&lt;br /&gt;
 sudo port install plib +universal&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57926</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=57926"/>
		<updated>2013-02-14T22:40:38Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Install boost (1.47.0) with MacPorts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, ALUT.framework, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 you need Dev Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Note that apple charges for version 4.0 and later and it is hard to find the links for older versions. However you can still use the required version for flightgear [3.2 or later] for free and you don’t need Dev Tools &amp;gt;= 4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&lt;br /&gt;
Update : Xcode is free (again ?) but is normally installed with Apple's appstore now.&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.52.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (2.8.6) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5) +universal ===&lt;br /&gt;
just install plib via MacPorts&lt;br /&gt;
 sudo port install plib +universal&lt;br /&gt;
&lt;br /&gt;
=== Install the ALUT.framework ===&lt;br /&gt;
Note: This framework is provided by James T. This is not official! James posted this download link in the develist and the link to the framework can change. Linking to the OpenAL/alut.h header and compilation of official freealut fails on my OSX 10.5.8 with FlightGear, and there is also no port avaiable at the moment. Big thanks to James for providing this framework (universal).&lt;br /&gt;
Download here '''(temporary location!)''': [http://files.goneabitbursar.com/fg/alut-osx-universal.zip]&amp;lt;br /&amp;gt;&lt;br /&gt;
Unzip and move the ALUT.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT='''/Developer/SDKs/MacOSX10.5.sdk''' -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET='''10.5''' -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remarks:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
  You need to alter the '''10.5''' above to your SDK version. &lt;br /&gt;
  Also the path to the /Developer directory has changed since xcode 4.2 to be in the /Application/Xcode.app/Contents directory.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Using Xcode for compilation ===&lt;br /&gt;
You can add -G Xcode to above cmake statements to let cmake create the needed xcode project files. Open the created .xcodeproj files and build it using ⌘ + B or choosing the menu Product=&amp;gt;Build. You may need to set the build target &amp;quot;ALL_BUILD&amp;gt;My Mac 64-bit&amp;quot; or what ever your target is and the configuration in the menu Product=&amp;gt;&amp;quot;Edit Scheme&amp;quot; where you can set the build configuration to &amp;quot;Debug&amp;quot; or &amp;quot;Release&amp;quot; under the &amp;quot;Run&amp;quot; tab. Once successfully compiled you need to install the build on the terminal since the standard target location of the files need root privileges. So change directory to your osg, simgear or flightgear git directory containing the .xcodeproj file and execute the command &amp;quot;sudo xcodebuild -target install -configuration Release&amp;quot;. The -configuration depends on what you last built usually Release though. Choose -target uninstall to uninstall all related files. &lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;br /&gt;
[[de:FlightGear Git on Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FGX&amp;diff=54098</id>
		<title>FGX</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FGX&amp;diff=54098"/>
		<updated>2012-09-15T13:05:00Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title                 = FGx&lt;br /&gt;
| image                 = &lt;br /&gt;
| developedby           = Yves Sablonier, Pete Morgan, Geoff McLane&lt;br /&gt;
| initialrelease        = 2.2.0&lt;br /&gt;
| latestrelease		= 2.8.0&lt;br /&gt;
| writtenin             = C++ (Qt)&lt;br /&gt;
| os                    = Mac, Windows, various Linux distributions&lt;br /&gt;
| website		= http://www.fgx.ch&lt;br /&gt;
}}&lt;br /&gt;
'''FGx''' is an Open Source graphical launcher application for [[FlightGear]] Flight Simulator that is built using Qt from Nokia. Development began in the first quarter of 2011 with the purpose of creating a fast and easy to use tool to manage your FlightGear preferences and to start the flight simulator application.&lt;br /&gt;
&lt;br /&gt;
While initial development targeted the Apple Mac architecture, the Qt development environment allows for cross-platform compatibility between Windows, Mac OS and various Linux distributions. &lt;br /&gt;
&lt;br /&gt;
==Getting FGx==&lt;br /&gt;
FGx source code is available at [http://gitorious.org/fgx/ Gitorious] or at [http://git.fgx.ch/fgx FGx Origin]. Precompiled binaries are available at http://downloads.fgx.ch&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
# Install Qt4 SDK&lt;br /&gt;
# Use Qt Creator to open the project file fgx/src/fgx.pro&lt;br /&gt;
# In Qt Creator, use Build-&amp;gt;Build All to build the project.&lt;br /&gt;
&lt;br /&gt;
==Supported Systems==&lt;br /&gt;
Note that FGx has been tested using the prerequisites listed below and may actually work with different OSes and versions.  Feel free to update this list if you have additional information.&lt;br /&gt;
* Mac OSX&lt;br /&gt;
* Fedora&lt;br /&gt;
* Ubuntu/Xubuntu and other debian distributions&lt;br /&gt;
* Gentoo&lt;br /&gt;
* Windows XP/Vista/7&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
===Similar software===&lt;br /&gt;
* [[FGo!]]&lt;br /&gt;
* [[FGRun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear front ends]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FGX&amp;diff=54097</id>
		<title>FGX</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FGX&amp;diff=54097"/>
		<updated>2012-09-15T13:02:57Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title                 = FGx&lt;br /&gt;
| image                 = &lt;br /&gt;
| developedby           = Yves Sablonier, Pete Morgan, Geoff McLane&lt;br /&gt;
| initialrelease        = &lt;br /&gt;
| latestrelease		= 2.8.0&lt;br /&gt;
| writtenin             = C++ (Qt)&lt;br /&gt;
| os                    = Mac, Windows, various Linux distributions&lt;br /&gt;
| website		= http://www.fgx.ch&lt;br /&gt;
}}&lt;br /&gt;
'''FGx''' is an Open Source graphical launcher application for [[FlightGear]] Flight Simulator that is built using Qt from Nokia. Development began in the first quarter of 2011 with the purpose of creating a fast and easy to use tool to manage your FlightGear preferences and to start the flight simulator application.&lt;br /&gt;
&lt;br /&gt;
While initial development targeted the Apple Mac architecture, the Qt development environment allows for cross-platform compatibility between Windows, Mac OS and various Linux distributions. &lt;br /&gt;
&lt;br /&gt;
==Getting FGx==&lt;br /&gt;
FGx source code is available at [http://gitorious.org/fgx/ Gitorious] or at [http://git.fgx.ch/fgx FGx Origin]. Precompiled binaries are available at http://downloads.fgx.ch&lt;br /&gt;
&lt;br /&gt;
===Building Fgx===&lt;br /&gt;
# Install Qt4 SDK&lt;br /&gt;
# Use Qt Creator to open the project file fgx/src/fgx.pro&lt;br /&gt;
# In Qt Creator, use Build-&amp;gt;Build All to build the project.&lt;br /&gt;
&lt;br /&gt;
==Supported Systems==&lt;br /&gt;
Note that FGx has been tested using the prerequisites listed below and may actually work with different OSes and versions.  Feel free to update this list if you have additional information.&lt;br /&gt;
* Mac OSX&lt;br /&gt;
* Fedora&lt;br /&gt;
* Ubuntu/Xubuntu and other debian distributions&lt;br /&gt;
* Gentoo&lt;br /&gt;
* Windows XP/Vista/7&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
===Similar software===&lt;br /&gt;
* [[FGo!]]&lt;br /&gt;
* [[FGRun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear front ends]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FGX&amp;diff=53767</id>
		<title>FGX</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FGX&amp;diff=53767"/>
		<updated>2012-09-02T20:05:05Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title                 = FGx&lt;br /&gt;
| image                 = &lt;br /&gt;
| developedby           = Yves Sablonier, Pete Morgan, Geoff McLane&lt;br /&gt;
| initialrelease        = &lt;br /&gt;
| latestrelease		= 2.8.0&lt;br /&gt;
| writtenin             = C++ (Qt)&lt;br /&gt;
| os                    = Mac, Windows, various Linux distributions&lt;br /&gt;
| website		= http://gitorious.org/fgx/&lt;br /&gt;
}}&lt;br /&gt;
'''FGx''' is an Open Source graphical launcher application for [[FlightGear]] Flight Simulator that is built using Qt from Nokia. Development began in the first quarter of 2011 with the purpose of creating a fast and easy to use tool to manage your FlightGear preferences and to start the flight simulator application.&lt;br /&gt;
&lt;br /&gt;
While initial development targeted the Apple Mac architecture, the Qt development environment allows for cross-platform compatibility between Windows, Mac OS and various Linux distributions. &lt;br /&gt;
&lt;br /&gt;
==Getting FGx==&lt;br /&gt;
FGx source code is available at [http://gitorious.org/fgx/ Gitorious] or at [http://git.fgx.ch/fgx FGx Origin]. Precompiled binaries are available at http://downloads.fgx.ch&lt;br /&gt;
&lt;br /&gt;
===Building Fgx===&lt;br /&gt;
# Install Qt4 SDK&lt;br /&gt;
# Use Qt Creator to open the project file fgx/src/fgx.pro&lt;br /&gt;
# In Qt Creator, use Build-&amp;gt;Build All to build the project.&lt;br /&gt;
&lt;br /&gt;
==Supported Systems==&lt;br /&gt;
Note that FGx has been tested using the prerequisites listed below and may actually work with different OSes and versions.  Feel free to update this list if you have additional information.&lt;br /&gt;
* Mac OSX&lt;br /&gt;
* Fedora&lt;br /&gt;
* Ubuntu/Xubuntu and other debian distributions&lt;br /&gt;
* Gentoo&lt;br /&gt;
* Windows XP/Vista/7&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
===Similar software===&lt;br /&gt;
* [[FGo!]]&lt;br /&gt;
* [[FGRun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear front ends]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FGX&amp;diff=53766</id>
		<title>FGX</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FGX&amp;diff=53766"/>
		<updated>2012-09-02T20:02:00Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Software&lt;br /&gt;
| title                 = FGx&lt;br /&gt;
| image                 = &lt;br /&gt;
| developedby           = Yves Sablonier, Pete Morgan, Geoff McLane&lt;br /&gt;
| initialrelease        = &lt;br /&gt;
| latestrelease		= 2.8.0&lt;br /&gt;
| writtenin             = C++ (Qt)&lt;br /&gt;
| os                    = Mac, Windows, various Linux distributions&lt;br /&gt;
| website		= http://gitorious.org/fgx/&lt;br /&gt;
}}&lt;br /&gt;
'''Fgx''' is an Open Source graphical launcher application for [[FlightGear]] Flight Simulator that is built using Qt from Nokia. Development began in the first quarter of 2011 with the purpose of creating a fast and easy to use tool to manage your FlightGear preferences and to start the flight simulator application.&lt;br /&gt;
&lt;br /&gt;
While initial development targeted the Apple Mac architecture, the Qt development environment allows for cross-platform compatibility between Windows, Mac OS and various Linux distributions. &lt;br /&gt;
&lt;br /&gt;
==Getting Fgx==&lt;br /&gt;
FGx source code is available at [http://gitorious.org/fgx/ Gitorious] or at [http://git.fgx.ch/fgx Origin].&lt;br /&gt;
&lt;br /&gt;
===Building Fgx===&lt;br /&gt;
# Install Qt4 SDK&lt;br /&gt;
# Use Qt Creator to open the project file fgx/src/fgx.pro&lt;br /&gt;
# In Qt Creator, use Build-&amp;gt;Build All to build the project.&lt;br /&gt;
&lt;br /&gt;
==Supported Systems==&lt;br /&gt;
Note that FGx has been tested using the prerequisites listed below and may actually work with different OSes and versions.  Feel free to update this list if you have additional information.&lt;br /&gt;
* Mac OSX&lt;br /&gt;
* Fedora&lt;br /&gt;
* Ubuntu/Xubuntu and other debian distributions&lt;br /&gt;
* Gentoo&lt;br /&gt;
* Windows XP/Vista/7&lt;br /&gt;
&lt;br /&gt;
==Related content==&lt;br /&gt;
===Similar software===&lt;br /&gt;
* [[FGo!]]&lt;br /&gt;
* [[FGRun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear front ends]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2012&amp;diff=53765</id>
		<title>FlightGear Newsletter August 2012</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Newsletter_August_2012&amp;diff=53765"/>
		<updated>2012-09-02T19:58:06Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Call for volunteers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{newsletter}}&lt;br /&gt;
{{TOC_right|limit=2}}&lt;br /&gt;
&lt;br /&gt;
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''&lt;br /&gt;
&lt;br /&gt;
== FlightGear 2.8.0 released! ==&lt;br /&gt;
The FlightGear team is very excited to announce the v2.8.0 Release is now available! I will be brief and simply post the link to the official release announcement.&lt;br /&gt;
&lt;br /&gt;
http://www.flightgear.org/news/flightgear-v2-8-0-released/&lt;br /&gt;
&lt;br /&gt;
Major improvements from v2.6.0 include improved AI aircraft, up to date with all the recent JSBSim flight dynamics model improvements, support for region specific textures, better random 3d buildings, better random object placement, 3d airport signage, in-sim toggling between summer and winter texture sets. The core FlightGear code now supports a flexible 2d rendering system which can be used to accurately model glass cockpit displays and other complex instrumentation. There are many new and improved aircraft to explore. A new automated system is now available for scenery submissions that automatically get rolled into the scenery distribution to be enjoyed by everyone. Version 2.8 has improved atmospheric light scatter modeling, better terrain haze, and improved 3d clouds.&lt;br /&gt;
&lt;br /&gt;
A very exciting new addition is “Project Rembrandt”. This is still considered “experimental” and not enabled by default. But when you turn it on you will get real-time shadows, support for multiple light sources (landing lights, instrument lights, directional ground spotlights, even the rotating beacons illuminate the surrounding correctly.) In addition, Project Rembrandt offers a variety of other visual effects such as night vision, film grain effects, depth of field effects, lens (i.e. fisheye) distortion — all in real time.&lt;br /&gt;
&lt;br /&gt;
For the full change log, please see [http://www.flightgear.org/news/flightgear-v2-8-0-released/ the release announcement].&lt;br /&gt;
&lt;br /&gt;
Enjoy!!!&lt;br /&gt;
&lt;br /&gt;
== 15 years of FlightGear, screenshot contest ==&lt;br /&gt;
To celebrate FlightGear's 15th birthday (July 17), we decided to organise a screenshot contest. After two weeks of public voting, the winners were announced on August 18 with the release of FlightGear 2.8.0. The winning screenshots are used to promote FlightGear to the wider public.&lt;br /&gt;
&lt;br /&gt;
Nearly 500 people participated in the voting. Voters were presented with two random screenshots at a time, from which they had to pick the one that they liked most. This was repeated over and over again. In the end, 41845 screenshot pairs were compared! The screenshots were then ranked according to their pass ratio. The more a screenshot was prefered over it's partner, the higher it ended up in our ranking.&lt;br /&gt;
&lt;br /&gt;
The overall winner was '''Thorsten Renk''''s screenshot of a [[Hawker Sea Hawk FGA.6|Seahawk]], &amp;quot;Passing through a rain front during a carrier approach.&amp;quot;, which you can find below. The complete ranking and all participating screenshots can be found at [http://flightgear.org/contest flightgear.org/contest]&lt;br /&gt;
&lt;br /&gt;
Interested in reading more about FlightGear's history? See [[FlightGear History]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Seahawk rainy carrier approach.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
== Development news ==&lt;br /&gt;
A view of FlightGear core and fgdata activity in [[Git]] since the 2.6.0 release. Each committer on fg and fg-data is shown here, as well as the part of fg where he's been working on. A big thank to all involved for making FG such a nice fireworks!&lt;br /&gt;
{{#ev:youtube|ibO6ruzQ5gM}} {{#ev:youtube|U0Dsgx9-Pbk}}&lt;br /&gt;
&lt;br /&gt;
=== Project Rembrandt ===&lt;br /&gt;
Fred's been working on some fancy new effects, especially useful for our film-making enthusiasts.&lt;br /&gt;
&lt;br /&gt;
The [[Project Rembrandt|Rembrandt renderer]] has a lot of potentiality when it comes to post processing effects. Indeed, the interesting property of a deferred shader is that all stages of rendering are kept into memory. Post-processing is as simple as using a filter on a camera.&lt;br /&gt;
&lt;br /&gt;
So currently the effects added in git are :&lt;br /&gt;
* Night vision including amplification grain and restrained field of view,&lt;br /&gt;
* Cinema effect including :&lt;br /&gt;
** Vignetting,&lt;br /&gt;
** Color shift, with Sepia as default value,&lt;br /&gt;
** Radial distortion (barrel and pincushion distortion, with scale compensation),&lt;br /&gt;
** Lateral chromatic aberration (purple fringing),&lt;br /&gt;
** Film wear simulation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Fgfs-rembrandt-old-timer.jpg|thumb|400px|Rembrandt old film style]]&lt;br /&gt;
| [[File:Fgfs-rembrandt-distortion.jpg|thumb|400px|Rembrandt ordinary lens simulation]]&lt;br /&gt;
| [[File:Fgfs-rembrandt-night-vision-2.png|thumb|400px|Rembrandt night vision simulation]]&lt;br /&gt;
|}&lt;br /&gt;
This did not make it for the 2.8 release but it's likely that an add-on will be available as it is contained in the data.&lt;br /&gt;
&lt;br /&gt;
See also :&lt;br /&gt;
{|&lt;br /&gt;
| {{#ev:youtube|tLZzlLjvDRQ}}&lt;br /&gt;
| {{#ev:youtube|_Dm-Xx5tfiE}}&lt;br /&gt;
| {{#ev:youtube|8jBvVyiq-D0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unified weather GUI ===&lt;br /&gt;
As most readers will be aware, FlightGear supports two weather models - Basic Weather which represents METAR data directly, and Local Weather which  models weather more realistically, with more variation.  In 2.8.0 these were configured separately using different UIs.  Stuart Buchanan and Thorsten Renk have been working on unifying the user interfaces to provide a more user-friendly and consistent interface.  This work is now available in git.&lt;br /&gt;
&lt;br /&gt;
=== Joystick configuration GUI ===&lt;br /&gt;
&lt;br /&gt;
[[File:Joystick Configuration Dialog.jpg|thumb|The new Joystick Configuration Dialog, available in git.]]&lt;br /&gt;
&lt;br /&gt;
A further usability enhancement has been made by Stuart Buchanan to allow configuration of joysticks through a GUI in-sim.  Instead of configuring a joystick using XML, users can now change joystick bindings within the simulator - no XML knowledge required.  The updated joystick configuration takes effect immediately.  This work is also available in git, and should make it much easier for new users (or those with joysticks unknown to FlightGear) to get flying.&lt;br /&gt;
&lt;br /&gt;
=== Canvas news ===&lt;br /&gt;
As of August, the new [[Canvas]] 2D drawing system in FlightGear HEAD has now also support for:&lt;br /&gt;
* using raster images (vector images were already supported previously)&lt;br /&gt;
* nested canvases, where a canvas may contain images created by another canvas texture [[Howto:Using raster images and nested canvases]]&lt;br /&gt;
* creating GUI windows (not just widgets)&lt;br /&gt;
* handling GUI events using osgGA&lt;br /&gt;
* multiplatfom copy/paste support using two new Nasal functions: [[Howto:Clipboard access using Nasal]]&lt;br /&gt;
&lt;br /&gt;
Support for nested canvases will make it possible to also load canvas textures into other canvases, so that you can, for example, easily load an instrument into a GUI dialog, or even use GUI widgets in MFD instruments, which is a feature based on real avionics, i.e. as used in modern airliners like the A320 or the 787.&lt;br /&gt;
&lt;br /&gt;
Nested canvases also make it possible for people to easily implement GUI tools using the Canvas system, for example a GUI instrument or panel editor can be entirely implemented in scripting space now, without touching any C++ code. Similarly, GUI widgets could also be created in a WYSIWYG-fashion, too - so that even dialog editor or full GUI builders can be built using the Canvas system.&lt;br /&gt;
&lt;br /&gt;
In addition, Tom has now implemented support for window stacking. Check out the demo video below, which demonstrates how &amp;quot;nested&amp;quot; canvases and window stacking works:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|llVaasTEf44}}&lt;br /&gt;
&lt;br /&gt;
Also, Tom is currently working on an improved event handling system with support for event-propagation based on the Javascript/DOM model. The event handling systems requires close interaction between the core system and Nasal code. Event propagation and bubbling will be supported like in the W3C DOM standard. We need eg. to be able to mark an event as handled and maybe also other things which change the behavior of the propagation.&lt;br /&gt;
&lt;br /&gt;
In addition, Tom has started work on some building blocks to provide basic inheritance support for canvas properties, so that styling (CSS/XSL) will be much easier.&lt;br /&gt;
&lt;br /&gt;
Missing features, and features currently under development, are listed at [[Canvas Widgets#Missing_.2F_Todo|Missing Canvas Features]]&lt;br /&gt;
&lt;br /&gt;
=== FlightGear Run-Levels ===&lt;br /&gt;
&lt;br /&gt;
Recently, there was talk on the FlightGear developers mailing about implementing a standalone [[FGCanvas]] client, analogous to [[FGPanel]] - in order to be able to render [[Canvas]] instruments separately, in different processes and also on different computers.&lt;br /&gt;
&lt;br /&gt;
However, obviously this new startup mode would not need many of the default subsystems, such as the FDM, sound, terrain etc. This requirement is shared with the [[Flightgear On Android]] project. But, many of these default subsystems are initialized in a hard coded fashion so that they cannot currently be made optional even though they may not be stricly required. &lt;br /&gt;
Also, for a very long time, it's never been possible to fully reset FlightGear properly, this makes many things very difficult or even impossible, including the [[FGCanvas]] idea.&lt;br /&gt;
&lt;br /&gt;
Hooray and TheTom have now started collecting ideas on how this could be changed, by making subsystem initialization more explicit using listeners, so that SGSubsystems can be dynamically allocated and freed based on setting signal properties, so that recursive run levels can be implemented. For more information, please see [[FlightGear Run Levels]]. Feedback welcome!&lt;br /&gt;
&lt;br /&gt;
=== FlightGear On Android ===&lt;br /&gt;
[[File:Flightgear Android Launcher.png|thumb|FOA]] &lt;br /&gt;
[[File:FOA.jpg|thumb|FOA ingame]] &lt;br /&gt;
A new developer has achieved a way to run [[FlightGear on Android]] (FOA) phones. He has done a lot of Android and C++ coding. His phone is a Samsung Galaxy Nexus and is running Android 4.04 (custom ROM but stock ROM should be OK). If your ready to test with us, please read the technical info then send a email to lacbrc@gmail.com!&lt;br /&gt;
&lt;br /&gt;
'''TECHNICAL INFO:'''&lt;br /&gt;
It should have at least a 1GHz processor and decent graphics chip. Android 2.3 is a must but a rooted device is not needed but can improve performance. Not much in this, as we haven't finished it to a release yet. He tested it on a bluetooth keyboard and a wired one through usb host mode. Hope you are interested in it!&lt;br /&gt;
&lt;br /&gt;
The first ALPHA release is fresh out of its release, and you can read more [http://www.flightgear.org/forums/viewtopic.php?f=18&amp;amp;t=16719&amp;amp;p=163745#p163745 at the forum].&lt;br /&gt;
&lt;br /&gt;
The FlightGear for Android Team&lt;br /&gt;
&lt;br /&gt;
* [http://horizonflightgearhangar.yolasite.com/fg-on-android.php Website]&lt;br /&gt;
* [http://www.flightgear.org/forums/viewtopic.php?f=18&amp;amp;t=16719 Forum topic]&lt;br /&gt;
&lt;br /&gt;
=== Getting involved as a programmer ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Howto:Start core development]]&lt;br /&gt;
&lt;br /&gt;
=== Translators required ===&lt;br /&gt;
{|&lt;br /&gt;
|[[File:en.gif]]&lt;br /&gt;
|The FlightGear Wiki still needs help for translating it into various languages. If you are interested in making the FlightGear Wiki multi-language then start at [[Help:Translate]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:de.gif]]&lt;br /&gt;
|Das FlightGear Wiki benötigt immer noch Hilfe bei der Übersetzung in verschiedene Sprachen. Wenn Du Interesse daran hast, das FlightGear Wiki Mehrsprachig zu machen, dann fang doch mit [[:de:Help:Übersetzen|Help:Übersetzen]] an.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nl.gif]]&lt;br /&gt;
|De FlightGear Wiki kan nog steed hulp gebruiken bij het vertalen van artikelen. Als je interesse hebt om de wiki meertalig te maken, raden we je aan om een kijkje te nemen bij [[:nl:Help:Vertalen|Help:Vertalen]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interview with a contributor  ==&lt;br /&gt;
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''&lt;br /&gt;
&lt;br /&gt;
Unfortunately, we didn't find and interview candidate in August 2012.&lt;br /&gt;
&lt;br /&gt;
== In the hangar ==&lt;br /&gt;
&lt;br /&gt;
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&amp;amp;hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.&lt;br /&gt;
&lt;br /&gt;
=== New aircraft ===&lt;br /&gt;
==== Yakovlev Yak 18T ====&lt;br /&gt;
[[File:Yak18t-splash.png|thumb|Yakovlev Yak 18T]]&lt;br /&gt;
At the request by a new user of FG, Helijah has created and made available the Yakovlev Yak 18T in his hangar and GIT.&lt;br /&gt;
&lt;br /&gt;
==== ATC-FS ====&lt;br /&gt;
[[Image:ATC-FS.jpg|thumb|ATC-FS radar screen.]]&lt;br /&gt;
The Air Traffic Control tool [[ATC-FS]] got an update. The old radar screen was replaced by a radar screen, which can display fixes, navaids and ILS localizers. This new radar is resizable, so you can use your big screen more efficient. &lt;br /&gt;
&lt;br /&gt;
The next version is already being worked on, it will reimplement ATC-FS using the new [[Canvas]] system (scheduled for FG 3.0) so that a fully custom drawn radar screen can be created in scripting space, including custom GUI widgets (e.g. for flight strips) - without depending on any hard coded instruments or dialogs any longer.&lt;br /&gt;
&lt;br /&gt;
This new design will eventually even make it possible to reuse ATC-FS for other purposes, or even include it in an AWACS aircraft that is multiplayer-enabled.&lt;br /&gt;
&lt;br /&gt;
==== Mil Mi-6 ====&lt;br /&gt;
The big old russian helicopter [[Mil Mi-6]] from the Mil design bureau has received a new update. More than a year after the last update a new structure of the Models-subfolder allows new instruments to be added much easier. Also the electrical system has been revisited and new instruments have beed added to the engineer panels. Please keep in mind that this still is a very early development version and therefore a lot of work still needs to be done. It is available from its [https://gitorious.org/mil-mi-6 gitorious-page].&lt;br /&gt;
&lt;br /&gt;
== Scenery corner ==&lt;br /&gt;
=== 3D models import webform ===&lt;br /&gt;
The webform to import 3D models directly into the database is in production. Now you can use this tool to send your models to the database, used by [[TerraSync]]. If everything is fine and your model respects the specifications written in the foreword, then it will quickly be shipped to all FlightGear users worldwide through TerraSync. Yet another unique feature amongst the flight simulation world held by FlightGear. Thanks to Clément, Julien and Martin, for their help and support, and all of FlightGear users who showed interest and support in those tools.&lt;br /&gt;
&lt;br /&gt;
Already 100 3D models have been imported with this form in Shanghai, Berlin, Stuttgart, France and in the UK! See the new statistics page [http://scenemodels.flightgear.org/stats.php here]. Thanks to Gijs for the new nice layout and newly introduced &amp;quot;object density&amp;quot; numbers (number of objects per 10,000 square kilomter per country).&lt;br /&gt;
&lt;br /&gt;
With all the forms now working on the scenemodels website, remember you can:&lt;br /&gt;
* add a single object (if you only have one!!). Check [http://scenemodels.flightgear.org/submission/index.php here]!&lt;br /&gt;
* update an object (for instance, a lot of power pylons are in fact communication pylones). It's [http://scenemodels.flightgear.org/submission/shared/index_update.php here]!&lt;br /&gt;
* delete an object (if it does not exist anymore in real life). It's [http://scenemodels.flightgear.org/submission/shared/index_delete.php here]!&lt;br /&gt;
* run a mass object positions import (if you added a lot of objets in one place). It's [http://scenemodels.flightgear.org/submission/shared/index_mass_import.php here]!&lt;br /&gt;
* add 3D models you created to have them imported into FG scenery via Terrasync. It's [http://scenemodels.flightgear.org/submission/static/index.php here]: they can be specific to a city (for instance: the Eiffel tower), that's what is called 'static' in the FG world, or 'shared' (a new windturbine model, for instance).&lt;br /&gt;
&lt;br /&gt;
Please read carefully the various forewords on the site:&lt;br /&gt;
* all data imported has to comply with the GNU/GPL license ;&lt;br /&gt;
* you must use the elevation format used by Terrasync to give your objects/models elevation, and [http://scenemodels.flightgear.org/contribute.php#offset an offset] if necessary, or they could be floating/sunk for most of users.&lt;br /&gt;
&lt;br /&gt;
We hope to see a lot of scenes not yet available via Terrasync merge into scenemodels. Nothing is now easier, especially when used in conjunction with our Mapserver!&lt;br /&gt;
Remember that this is the strength of FG compared to other sims: everything can be in Terrasync and no need to download patches or sceneries here and there.&lt;br /&gt;
&lt;br /&gt;
Moreover, an AC3D viewer by Juan Mellado is also available for general public for those whose browser supports WebGL (such as Firefox)!&lt;br /&gt;
&lt;br /&gt;
=== Scenemodels cleanup and update ===&lt;br /&gt;
A big cleanup has been done on our scenemodels database. A few thousands of duplicate objects have been removed (they were caused by mass insertion of navigation data, essentially). Nothing urgent but this makes the data in Terrasync lighter and more coherent. A script has also been launched to update the country associated with each object. While not perfect, now a lot more objects have a country!&lt;br /&gt;
&lt;br /&gt;
== Suggested flights ==&lt;br /&gt;
&lt;br /&gt;
The US state of Idaho is known for its remote airstrips in mountainous terrain. The [http://idahoaviation.com/idahoAirstripNetwork.php Idaho Airstrip Network] has details on many of them, including airstrip diagrams. &lt;br /&gt;
&lt;br /&gt;
At this time of year, it's important to take into account the temperature and altitude of the airstrips, as they combine to sap the power and lift from GA aircraft.  AVWeb recently [http://www.avweb.com/avwebflash/news/stinson_crash_cockpit_video_ntsb_faa_207184-1.html highlighted] the (non-fatal) crash of a [http://en.wikipedia.org/wiki/Stinson_108 Stinson 108], which included a video taken by one of the passengers. Though the NTSB has only produced a preliminary report, it was notable that the aircraft was taking off from a grass airstrip at high altitude on a hot day and appears from the video to struggle to get airborne.  The Stinson is broadly similar in performance to the c172p in our base package, and the airstrip (Bruce Meadows Airport, Idaho - U63) exists in our scenery.  Those interested can try taking off using the c172p with 4 people on board (2400lbs max gross weight) and high temperatures.  McCall Municipal Airport (KMYL) is 44nm away, and a good destination.&lt;br /&gt;
&lt;br /&gt;
== Community news ==&lt;br /&gt;
=== FlightGear on YouTube ===&lt;br /&gt;
Lukea made a short promo for the release of FlightGear 2.8&lt;br /&gt;
{{#ev:youtube|X2Gq1l8A7iU}}&lt;br /&gt;
=== New tutorials and screencasts ===&lt;br /&gt;
{{#ev:youtube|VwYOFL9B2CE}} {{#ev:youtube|wyfqeiHbosU}}&lt;br /&gt;
&lt;br /&gt;
== And finally ... ==&lt;br /&gt;
=== Did you know? ===&lt;br /&gt;
Did you know that the FlightGear project dates back to a discussion among a group of net citizens in 1996 resulting in a proposal written by David Murr? The original proposal is still available&lt;br /&gt;
from the FlightGear website and can be found [http://www.flightgear.org/proposal-3.0.1 on the FlightGear website]. Read it, you'll learn a lot about FlightGears' roots which still lead the project spirit.&lt;br /&gt;
&lt;br /&gt;
=== Contributing ===&lt;br /&gt;
One of the regular thoughts expressed on the FlightGear forums is &amp;quot;I'd like to contribute but I don't know how to program, and I don't have the time&amp;quot;. Unfortunately, there is a common mis-conception that contributing requires programming and lots of free time. In fact, there are a huge range of ways to contribute to the project without needing to write code or spending days working on something. &lt;br /&gt;
&lt;br /&gt;
For ideas on starting to contribute to FlightGear, you may want to check out: [[Volunteer]].&lt;br /&gt;
&lt;br /&gt;
=== Call for volunteers ===&lt;br /&gt;
* The [http://horizonflightgearhangar.yolasite.com/fg-on-android.php FOA] Team is looking for testers.&lt;br /&gt;
* The [[Target4Today]] project is looking for volunteers to help improving FlightGear's combat support&lt;br /&gt;
* The [[FGX]] launcher project is looking for volunteers&lt;br /&gt;
* The [[OpenRadar]] project is looking for a new maintainer.&lt;br /&gt;
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear Newsletter|2012 08]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Anti-aliasing&amp;diff=52253</id>
		<title>Anti-aliasing</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Anti-aliasing&amp;diff=52253"/>
		<updated>2012-07-30T08:33:18Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Command line */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By default, [[FlightGear]] will not use [http://en.wikipedia.org/wiki/Anti-aliasing '''anti-aliasing'''] during the simulation. This results in incorrect rendering of sharp straight lines and very small objects. In order to correct this, you can apply the anti-aliasing function.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|height = 300&lt;br /&gt;
|width = 300&lt;br /&gt;
|No-anti-aliasing.png|Anti-aliasing disabled&lt;br /&gt;
|With-anti-aliasing.png|Anti-aliasing enabled&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== How to set anti-aliasing ==&lt;br /&gt;
=== Command line ===&lt;br /&gt;
When starting FlightGear via the [[command line]], add the following two commands:&lt;br /&gt;
 --prop:/sim/rendering/multi-sample-buffers=1&lt;br /&gt;
 --prop:/sim/rendering/multi-samples=4&lt;br /&gt;
&lt;br /&gt;
=== FGRun ===&lt;br /&gt;
[[File:Fgrun-anti-aliasing.png|200px|thumb|right|Setting anti-aliasing in FGrun]]&lt;br /&gt;
When you use [[FGRun]], add these commands under ''Advanced... &amp;gt; Properties''.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
If preferred, you can choose another value for the number of samples. The number has to be greater than 1. The greater the number of samples, the greater will be a possible drop in framerate (frames per second).&lt;br /&gt;
&lt;br /&gt;
Credits: Thanks to ''fredb'' for publishing this information in the [http://www.flightgear.org/forums/viewtopic.php?f=5&amp;amp;t=10007 FlightGear forum].&lt;br /&gt;
&lt;br /&gt;
[[Category:FlightGear feature]]&lt;br /&gt;
&lt;br /&gt;
[[fr:Anti-aliasing]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=52216</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=52216"/>
		<updated>2012-07-28T19:32:33Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Download and install OpenSceneGraph trunk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, ALUT.framework, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 you need Dev Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Note that apple charges for version 4.0 and later and it is hard to find the links for older versions. However you can still use the required version for flightgear [3.2 or later] for free and you don’t need Dev Tools &amp;gt;= 4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.47.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (2.8.6) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5) +universal ===&lt;br /&gt;
just install plib via MacPorts&lt;br /&gt;
 sudo port install plib +universal&lt;br /&gt;
&lt;br /&gt;
=== Install the ALUT.framework ===&lt;br /&gt;
Note: This framework is provided by James T. This is not official! James posted this download link in the develist and the link to the framework can change. Linking to the OpenAL/alut.h header and compilation of official freealut fails on my OSX 10.5.8 with FlightGear, and there is also no port avaiable at the moment. Big thanks to James for providing this framework (universal).&lt;br /&gt;
Download here '''(temporary location!)''': [http://files.goneabitbursar.com/fg/alut-osx-universal.zip]&amp;lt;br /&amp;gt;&lt;br /&gt;
Unzip and move the ALUT.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon -Wno-dev&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remark:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;br /&gt;
&lt;br /&gt;
[[fr:FlightGear Git sur Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Howto:Multiplayer&amp;diff=50825</id>
		<title>Howto:Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Howto:Multiplayer&amp;diff=50825"/>
		<updated>2012-06-05T14:21:38Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Servers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With the '''multiplayer''' function of [[FlightGear]] you are able to see other pilots and vice-versa. This makes it possible to fly in formation, [[Howto: Air-Air Refueling|connect to tankers]] controlled by real people or contact real [[ATC]]ers to ask for landing/takeoff clearence.&lt;br /&gt;
&lt;br /&gt;
Multiplay may cause extreme [[Howto: Improve Framerates|framerate]] drops during loading of aircraft models. Especially heavy models can cause severe lag. Therefore, it is suggested to fly in locations other than [[KSFO]], where there are fewer pilots flying around.&lt;br /&gt;
&lt;br /&gt;
== Servers ==&lt;br /&gt;
'''Please Note:''' The multiplayer servers are interconnected; you '''do not''' need to connect to a specific server in order to see other pilots who are on that server. For best performance, you should connect to the server that is geographically closest to you, has the lowest latency (ping time) or is the least busy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=&amp;quot;1px solid&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; |Server&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; |Location&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; |[http://fgfs.i-net.hu/modules/fgtracker/ Tracked]&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; |Maintainer&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; |[[IRC]] Name&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; |[http://flightgear.org/forums Forum] Name&lt;br /&gt;
! style=&amp;quot;background:#efefef&amp;quot; |Comments&lt;br /&gt;
|-&lt;br /&gt;
|mpserver01.flightgear.org&lt;br /&gt;
|Germany&lt;br /&gt;
|Yes&lt;br /&gt;
|Oliver Schroeder&lt;br /&gt;
|os&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver02.flightgear.org&lt;br /&gt;
|Kansas, USA&lt;br /&gt;
|&lt;br /&gt;
|Sabin&lt;br /&gt;
|S-GECKO&lt;br /&gt;
|S-GECKO&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver03.flightgear.org&lt;br /&gt;
|Germany &lt;br /&gt;
|Yes&lt;br /&gt;
|Tobias Marx&lt;br /&gt;
|DocMarten&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver04.flightgear.org&lt;br /&gt;
|UK&lt;br /&gt;
|Yes&lt;br /&gt;
|Jon Stockill&lt;br /&gt;
|Nav&lt;br /&gt;
|JonS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver05.flightgear.org&lt;br /&gt;
|Chicago, USA&lt;br /&gt;
|Yes&lt;br /&gt;
|Brant&lt;br /&gt;
|IonCannon218&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-       &lt;br /&gt;
|mpserver06.flightgear.org&lt;br /&gt;
|Berlin, Germany&lt;br /&gt;
|Yes&lt;br /&gt;
|Sven Teichmann&lt;br /&gt;
|&lt;br /&gt;
|D-SAMI&lt;br /&gt;
|Unlimited traffic&lt;br /&gt;
|-       &lt;br /&gt;
|mpserver07.flightgear.org&lt;br /&gt;
|Wisconsin, USA&lt;br /&gt;
|Yes&lt;br /&gt;
|Tom Betka&lt;br /&gt;
|TB&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-       &lt;br /&gt;
|mpserver08.flightgear.org&lt;br /&gt;
|Frankfurt am Main, Germany&lt;br /&gt;
|Yes&lt;br /&gt;
|Roland&lt;br /&gt;
|Quix0r&lt;br /&gt;
|Quix0r&lt;br /&gt;
|10 TByte traffic, mostly short pings&lt;br /&gt;
|-&lt;br /&gt;
|mpserver09.flightgear.org&lt;br /&gt;
|Köln, Germany&lt;br /&gt;
|Yes&lt;br /&gt;
|Daniel Vigano&lt;br /&gt;
|Fauchi95&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver10.flightgear.org&lt;br /&gt;
|Montpellier, France&lt;br /&gt;
|Yes&lt;br /&gt;
|Alexis Bory&lt;br /&gt;
|xiii&lt;br /&gt;
|xiii&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver11.flightgear.org&lt;br /&gt;
|Vilnius, Lithuania&lt;br /&gt;
|Yes&lt;br /&gt;
|Darius&lt;br /&gt;
|&lt;br /&gt;
|ffg&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver12.flightgear.org&lt;br /&gt;
|Amsterdam, the Netherlands&lt;br /&gt;
|No&lt;br /&gt;
|Rob&lt;br /&gt;
|evilslut&lt;br /&gt;
|evilslut&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver13.flightgear.org&lt;br /&gt;
|Grenoble, France&lt;br /&gt;
|Yes&lt;br /&gt;
|Charles Ingels&lt;br /&gt;
|charles&lt;br /&gt;
|cbz-026&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|mpserver14.flightgear.org&lt;br /&gt;
|Zurich, Switzerland&lt;br /&gt;
|unknown&lt;br /&gt;
|Yves Sablonier&lt;br /&gt;
|gral&lt;br /&gt;
|gral&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Use [http://mpmap01.flightgear.org/mpstatus/ this], [http://mpmap02.flightgear.org/mpstatus/ this] or [http://flightgear.mxchange.org/mpstatus/ this] link to check if the MP servers are online. Locations of the servers are also available at [http://maps.google.nl/maps/ms?hl=nl&amp;amp;ie=UTF8&amp;amp;msa=0&amp;amp;msid=108788649448915642705.000481c029e653a30807c Google Maps].&lt;br /&gt;
&lt;br /&gt;
If you are interested in hosting your own multiplayer server, you may want to check out [[Howto: Set up a multiplayer server]].&lt;br /&gt;
[[File:MP_Server.jpg|thumb|300px|[[MPMap]] screenshot]]&lt;br /&gt;
=== Multiplayer Map ===&lt;br /&gt;
{{Main article|MPMap}}&lt;br /&gt;
&lt;br /&gt;
There is a very nice online map which displays the location of online pilots at [http://mpmap01.flightgear.org mpmap01] and/or [http://mpmap02.flightgear.org mpmap02]. You will also find this useful to check that you are successfully connecting to the server.&lt;br /&gt;
&lt;br /&gt;
== Multiple connections per computer ==&lt;br /&gt;
It is possible to run multiple FlightGear instances on a single computer and connect them all to the multiplayer network. However, this requires some extras to keep in mind:&lt;br /&gt;
* both instances use the same out-port.&lt;br /&gt;
* one instance uses in port=5001, the other port 5002.&lt;br /&gt;
* and of course should both instances have unique callsigns.&lt;br /&gt;
&lt;br /&gt;
== Using the Windows launcher / FGRun ==&lt;br /&gt;
[[File:Multiplayer.jpg|thumb|300px|Multiplayer options in [[FlightGear Wizard|FG Launcher]]]]&lt;br /&gt;
# Select your [[aircraft]] and starting airport as normal in [[FlightGear Launch Control|FGRun]].&lt;br /&gt;
# On the next screen, tick the &amp;quot;Multiplayer&amp;quot; box. Also tick the &amp;quot;AI models&amp;quot; box or you will not be able to see the other pilots' aircraft.&lt;br /&gt;
#* '''Callsign:''' of your choice. Check [http://fgfs.i-net.hu/modules/fgtracker/ this page] to see whether it is already in use or not. Do not pick a callsign that is already used!&lt;br /&gt;
#* '''Hostname:''' enter &amp;lt;tt&amp;gt;mpserverXX.flightgear.org&amp;lt;/tt&amp;gt; (with &amp;lt;tt&amp;gt;XX&amp;lt;/tt&amp;gt; being the [[#Servers|server number]]).&lt;br /&gt;
#* '''In/Out:''' set both ports to 5000.&lt;br /&gt;
# Click run and you'll soon be flying with other pilots!&lt;br /&gt;
&lt;br /&gt;
To confirm that it's working, you can go to the multiplayer map at; http://mpmap02.flightgear.org/ (in Hong Kong). Once FlightGear has started, you will notice chat messages that say &amp;quot;Hello&amp;quot; indicating pilots that are online and then as they join (you can change this message by editing the &amp;lt;tt&amp;gt;&amp;lt;chat type=&amp;quot;string&amp;quot;&amp;gt;Hello&amp;lt;/chat&amp;gt;&amp;lt;/tt&amp;gt; line in &amp;lt;tt&amp;gt;[[$FG ROOT]]/preferences.xml&amp;lt;/tt&amp;gt;). You may wish to use a different server (i.e. &amp;quot;Hostname&amp;quot; entry). &lt;br /&gt;
&lt;br /&gt;
For more advanced settings, the &amp;lt;tt&amp;gt;Advanced &amp;gt; Network&amp;lt;/tt&amp;gt; tab can be opened. You are able to remove the in or out lines only through this method for example.&lt;br /&gt;
&lt;br /&gt;
== Using fgfs from the command line ==&lt;br /&gt;
First, for those who are very impatient and have a vague idea about what they're doing, the basic arguments to pass to fgfs for multiplayer are these;&lt;br /&gt;
&lt;br /&gt;
 --multiplay=out,10,server.ip.address,5000&lt;br /&gt;
 --callsign=anything &lt;br /&gt;
&lt;br /&gt;
where 5000 is the port number the server is listening on (which is 5000 for the official servers).&lt;br /&gt;
&lt;br /&gt;
If you for some reason need to specify which local port and/or interface FlightGear should use add the following argument:&lt;br /&gt;
&lt;br /&gt;
 --multiplay=in,10,your.ip.address,portnumber&lt;br /&gt;
&lt;br /&gt;
where portnumber is usually 5000 and your.ip.address is the ip address of the network interface being used by FG to connect to the server - even if that's a local 192.168 type address. You can also leave your.ip.address blank. FlightGear will then listen on all network interfaces:&lt;br /&gt;
&lt;br /&gt;
 --multiplay=in,10,,5000&lt;br /&gt;
&lt;br /&gt;
''If you are using fgrun, please note that fgrun expects you to enter a valid (non-loopback, i.e. not 127.0.0.1) IP address or hostname for the local network interface.''&lt;br /&gt;
&lt;br /&gt;
Check [http://fgfs.i-net.hu/modules/fgtracker/ this page] to see whether your callsign is already in use or not. Do not pick a callsign that is already used, as that will create problems!&lt;br /&gt;
&lt;br /&gt;
=== Now, going more slowly for those who are completely lost... ===&lt;br /&gt;
Try the above first, and if it doesn't work, read on.&lt;br /&gt;
&lt;br /&gt;
First of all, you need to know the IP address of the network interface you'll be using for multiplayer FG. If your Internet connection is via an ADSL modem that plugs directly into your computer with a USB connection, you should be able to find your IP address by visiting http://www.whatismyip.com . Please note that your ISP might not give you the same IP address each time - if MP stops working, check this first.&lt;br /&gt;
&lt;br /&gt;
Otherwise, your connection is likely via some kind of router that connects to your computer via an RJ-45, or &amp;quot;Ethernet&amp;quot; connector (similar shape to most Western telephone plugs), or by a wireless link. You need to find the IP address of that network interface.&lt;br /&gt;
&lt;br /&gt;
* Under '''linux''', this can be found by logging in as root and typing &amp;quot;ifconfig&amp;quot;. You may find more than one interface listed, beginning with &amp;quot;lo&amp;quot; - ignore that one. You should have something like &amp;quot;eth0&amp;quot; or &amp;quot;wlan0&amp;quot; also listed - look through this block of text for &amp;quot;inet addr&amp;quot;. This will be followed directly by the number you're looking for, e.g. &amp;quot;inet addr:192.168.0.150&amp;quot;&lt;br /&gt;
* Under '''Windows XP''' or '''Vista''', click start, run, and type &amp;quot;cmd&amp;quot;. In the terminal window which appears, type &amp;quot;ipconfig&amp;quot; This should show you your IP address - write it down.&lt;br /&gt;
* With '''Windows 98''', click start, run, and type &amp;quot;winipcfg&amp;quot; to get information about your IP address.&lt;br /&gt;
&lt;br /&gt;
This section _ought_ to be unnecessary now with recent versions of the FG server. If you have problems though, it won't hurt to follow through.&lt;br /&gt;
&lt;br /&gt;
Now, all (!) that remains is to configure your router to forward UDP port 5000 to the IP address you've just found. This is not something that can be described in step-by-step detail, because each manufacturer's configuration interfaces differ greatly. Some tips are given here - if you get stuck, ask nicely on the [[FlightGear IRC channel]] for help (details on the flightgear website).&lt;br /&gt;
&lt;br /&gt;
You should know how to log on to your router's configuration page, usually via a web browser. You are looking for settings pertaining to &amp;quot;port forwarding&amp;quot; &amp;quot;virtual server&amp;quot; &amp;quot;Forwarding Rules&amp;quot; or similar. When you have found the relevant settings, you need to add a rule that forwards port 5000 to the IP address you discovered earlier. If there is a choice given, ensure it is UDP ports that are forwarded. If there is no choice, you may assume that both TCP and UDP are being forwarded. Save your configuration, and most routers will probably then need to be rebooted to apply the changes.&lt;br /&gt;
&lt;br /&gt;
Note: (for BSD users) If you are using a ADSL modem, you might have to put the port forward command into the ppp.conf file rather than firewall. This is because the firewall script will only run each time the machine is booted rather than the ppp line coming back online.&lt;br /&gt;
&lt;br /&gt;
Finally, start FG using the command line given right at the start (if you're using the windows launcher you will find entry boxes for Multiplayer arguments - insert the relevant details there). You will end up with something like this;&lt;br /&gt;
&lt;br /&gt;
 fgfs --callsign=test --multiplay=in,10,192.168.0.2,5000 --multiplay=out,10,mpserver05.flightgear.org,5000 \&lt;br /&gt;
 --airport=KSFO --runway=28R --aircraft=hunter &lt;br /&gt;
&lt;br /&gt;
Choose your own callsign - this is currently limited to seven characters. Check [http://fgfs.i-net.hu/modules/fgtracker/ this page] to see whether your callsign is already in use or not. Do not pick a callsign that is already used, as that will create problems!&lt;br /&gt;
&lt;br /&gt;
Once you have started FG, you should, if others are flying, see messages in the terminal from which FG was started, similar to the following;&lt;br /&gt;
&lt;br /&gt;
 Initialising john51a using 'Aircraft/ufo/Models/ufo.xml'  &lt;br /&gt;
 FGMultiplayRxMgr::ProcessRxData - Add new player. IP: 10.0.0.36,  &lt;br /&gt;
 Call: john51a,model: Aircraft/ufo/Models/ufo.xml &lt;br /&gt;
&lt;br /&gt;
You MUST give your local, behind-the-router IP address for MultiPlayer to work. Trust me on this one!&lt;br /&gt;
&lt;br /&gt;
You should check that your firewall is not causing problems - either turn it off _temporarily_ or add an exception to allow incoming connections on port 5000.&lt;br /&gt;
&lt;br /&gt;
If it's still just not working for you, ask nicely on the [[FlightGear IRC channel]] and someone should be able to assist.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer Chat ==&lt;br /&gt;
{{Main article|Chat Menu}}&lt;br /&gt;
&lt;br /&gt;
To chat with other pilots, go to the &amp;quot;Network&amp;quot; menu and select &amp;quot;Chat&amp;quot; or &amp;quot;Chat Menu&amp;quot; at the bottom of the menu. Note that the other pilots may not have their chat box open nor chat messages enabled, so they may not see your messages.&lt;br /&gt;
&lt;br /&gt;
The shortcut for chatting is &amp;quot;_&amp;quot; (underscore) and it brings up a small window where you can type. By default, other people's messages are displayed at the top of Flightgear's window for a few seconds, but it will appear for a much longer time in the window at &amp;lt;tt&amp;gt;Network &amp;gt; Chat&amp;lt;/tt&amp;gt;. So if you think you have missed anything, go check there.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Multiplayer chat is not supported by FlightGear 0.9.10 or older.&lt;br /&gt;
&lt;br /&gt;
== Coping with abusive behaviour ==&lt;br /&gt;
Should you become victim of abusive or annoying behaviour by any pilot you have option to ignore him or her. To activate the ignore function open the Network-&amp;gt;&amp;quot;Pilot list&amp;quot; dialog and click the ignore button next to the pilot's call sign. In FlightGear 2.0.0 this will prevent chat messages from the ignored pilot from appearing and in FlightGear GIT of 21 May 2010 and later it will additionally prevent his aircraft from appearing.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' The ignore function is supported by FlightGear 2.0.0 or later.&lt;br /&gt;
&lt;br /&gt;
== Related content ==&lt;br /&gt;
* [[FlightGear Multiplayer Server]]&lt;br /&gt;
* [[Howto: Set up a multiplayer server]]&lt;br /&gt;
* [[Multiplayer protocol]]&lt;br /&gt;
[[de:Howto: Multiplayer]]&lt;br /&gt;
[[es:Howto: Multijugador]]&lt;br /&gt;
[[fr:Howto: Multijoueur]]&lt;br /&gt;
[[nl:Howto: Multiplayer]]&lt;br /&gt;
[[pl: Konfiguracja trybu multiplayer]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Howto|Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48688</id>
		<title>TerraGear CORINE</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48688"/>
		<updated>2012-04-28T21:44:47Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main article|CORINE}}&lt;br /&gt;
&lt;br /&gt;
= '''Building Europe scenery with SRTM v4, Corine landclass and OpenStreetMap data''' =&lt;br /&gt;
&lt;br /&gt;
This is intended to complete and add up-to-date information on the [[Using TerraGear]] tutorial. &lt;br /&gt;
&lt;br /&gt;
Important note: In case you want to contribute to official FlightGear Scenery: Some data sources mentioned in this tutorial are '''not compatible with FlightGear GPL licence'''. Scenery created with SRTM 4 elevation data from CGIAR (no commercial use) and OSM map data (CC-BY-SA licence) can’t be released under GPL terms and therefor unfortunately can not come to official scenery releases.&lt;br /&gt;
&lt;br /&gt;
I will assume you are using the Linux build of Terragear. For instructions on how to get it compiled and installed, see [[Building terragear-cs in Ubuntu 64]]&lt;br /&gt;
Replace all paths where appropriate.&lt;br /&gt;
&lt;br /&gt;
First step after you have finished compiling terragear is to go to the file '''BuildTiles/Main/main.cxx''' and make sure CPU '''rlimit''' is a large number. I suggest 600000, this will let fgfs-construct run for almost a week. If you don't perform this check '''fgfs-construct''' will exit with error after a short time.&lt;br /&gt;
Make sure you edit the right values, there are two sets one below another. The first ones are not used.&lt;br /&gt;
&lt;br /&gt;
== ''Acquiring data'' ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
Note: SRTM version 4 is an updated and free available elevation dataset by CGIAR. Unfortunately the licence is not compatible with FlightGear GPL licence, when you’re going to use this data for scenery creation it can not come to official scenery releases. When you want to use GPL compliant data please download elevation data from USGS (SRTM 3, version 2_1).&lt;br /&gt;
&lt;br /&gt;
SRTM 4 Download: &lt;br /&gt;
[http://srtm.geog.kcl.ac.uk/portal/srtm41/elevation.kmz this file] and open it in Google Earth.&lt;br /&gt;
In Temporary Places select elevation and choose the 5x5 degrees tiles or the 1x1 degrees subtiles.&lt;br /&gt;
Make sure you download GEOTIFF files. I suggest doing 10x10 degrees areas, this means 4 files. It takes longer to compile scenery but on the whole the process is more efficient. Later you will see why.&lt;br /&gt;
&lt;br /&gt;
=== II. Landmass ===&lt;br /&gt;
Get VMAP0 landmass from [http://mapserver.flightgear.org/download.psp here] (v0_landmass) for the 10 by 10 degrees terrain area you selected. Alternatively use other sources for landmass areas (which ones?).&lt;br /&gt;
&lt;br /&gt;
=== III. Corine landclass ===&lt;br /&gt;
Get the full Corine set from [http://www.eea.europa.eu/data-and-maps/data/clc-2006-vector-data-version here]&lt;br /&gt;
&lt;br /&gt;
=== IV. Road, railroad and coastline data ===&lt;br /&gt;
Note: Unfortunately OSM data is still not compatible with FlightGear GPL licence. When you use OSM data for scenery creation this could not come to official scenery releases of FlightGear. But OSM is changing its licence this year, watch out, the new licence will be compatible with our GPL licence.&lt;br /&gt;
&lt;br /&gt;
Download shapefiles only for countries inside the 10x10 tile from [http://download.geofabrik.de/osm/ here]&lt;br /&gt;
This will give you roads and railroads. For coastline, go to [http://downloads.cloudmade.com/ this site]&lt;br /&gt;
Download the same files for your country but you will only use coastline for landmass adjustments.&lt;br /&gt;
 &lt;br /&gt;
Other datasources can be found [http://wiki.openstreetmap.org/wiki/Planet.osm here]:&lt;br /&gt;
&lt;br /&gt;
== Preparing data ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
:Assuming you are following the directory structure from [[Using TerraGear]] , run '''srtmchop''' on each TIF file from data/srtm.&lt;br /&gt;
There is a catch here: work/SRTM-3 has to be named exactly like that. Otherwise '''genapts''' won't find the elevation required for airport surfaces. This name is hardcoded inside the program.&lt;br /&gt;
&lt;br /&gt;
I suggest to run '''srtmchop''' manually for each file to check for errors.&lt;br /&gt;
Ignore warnings generated, some header data cannot be decoded correctly but it won't afect the result.&lt;br /&gt;
&lt;br /&gt;
:On certain TIF files, '''srtmchop''' will terminate with a memory free() error. We have not figured yet what causes this error only on some files. Until a fix is commited to GIT, you can run srtmchop through '''valgrind''':&lt;br /&gt;
 valgrind --leak-check=yes ./srtmchop &amp;lt;file&amp;gt; &amp;lt;output dir&amp;gt; &lt;br /&gt;
This will stop the program from exiting and will get the job done, albeit 10 times slower.&lt;br /&gt;
&lt;br /&gt;
:After you are finished with generating arr files, you can run '''terrafit.py''':&lt;br /&gt;
 ./terrafit.py -m 50 -x 4000 -e 2 work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
=== II. Airports ===&lt;br /&gt;
:This is a tedious step. '''genapts''' has to be run for each airport inside your 10x10 degree area. Copy '''apt.dat.gz''' from fgdata/Airports to data/airports. Extract it. For a quick look of which airports are in your area, open this file in Google Earth and remove all other markers, also check view -&amp;gt; grid in menu.&lt;br /&gt;
[http://bbs.keyhole.com/ubb/ubbthreads.php?ubb=download&amp;amp;Number=77221&amp;amp;filename=168950-ICAO.kmz kmz with ICAO]&lt;br /&gt;
It is best to make a list and iterate through each of the elements. Make sure you have all .arr and .fit files inside work/SRTM-3.&lt;br /&gt;
&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 for i in LROP LRBS LRSB&lt;br /&gt;
 do&lt;br /&gt;
    ./genapts --input=./data/airports/apt.dat --work=./work --airport=$i&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== III. Landcover ===&lt;br /&gt;
First open the SRTM files as raster layers in QGis. Edit project properties to set on the fly CRS transformation.&lt;br /&gt;
&lt;br /&gt;
:SRTM will serve as a cropping aid, so you can crop the other layers to the size needed.&lt;br /&gt;
Edit properties for each SRTM layer and set transparency well above 50% so you can see other layers.&lt;br /&gt;
After that open each Corine shapefile and make sure the layer really has elements in your area. Not all layers may have. Use the select tool to select a rectangle around SRTM borders.&lt;br /&gt;
Right click on layer and choose Save Selection As. &lt;br /&gt;
&lt;br /&gt;
:After cropping all neeeded layers, open them again and reproject on WGS84. Perform this operation from the menu Vector -&amp;gt; Data management tools-&amp;gt; Export to new projection. This step may not be necessary as I could gather from the source code, but it's easier to work with all data on the same projection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Next you will need to move all files for a layer to its own directory inside data/shapefiles. You can perform mapping between Corine classes this way too. For instance I have put all shapefiles for &amp;quot;Green urban areas&amp;quot; in &amp;quot;DeciduousBroadCover&amp;quot; so urban green areas are filled with trees. You can put several shapefiles inside a data/shapefile/*** directory and they will be processed as the same material. You can get creative with roads too, put Corine polygons for roads, railroads etc. inside GrassCover or DeciduousForest, so OSM roads will have a buffer around them made up of trees or grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:One problem I have faced with Corine is that &amp;quot;Continuous urban fabric&amp;quot; which is mapped to Urban is simply not present in my area. To avoid having only Towns, you can create a new layer in QGis and open the &amp;quot;Discontinuous urban fabric&amp;quot; layer (112) at the same time. Select edit mode for both layers, go to options and set the program to only show vectors from selected area. Then, select cities you would like to be mapped to Urban by holding down CTRL. After you are done, cut the selected polys and paste them into the new layer. Now you have both Town and Urban.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:You can then open roads and railroads from OSM and make sure they are ok and have WSG84 as CRS.&lt;br /&gt;
One big issue is that '''fgfs-construct''' can't handle big street networks. To eliminate them and reduce scene complexity, open the attribute table for the shapefile. Search for features of type &amp;quot;residential&amp;quot;, &amp;quot;track&amp;quot;, &amp;quot;path&amp;quot;, &amp;quot;pedestrian&amp;quot;, &amp;quot;footway&amp;quot;, &amp;quot;service&amp;quot;, &amp;quot;steps&amp;quot; and other unimportant features. Once selected, delete these lines to simplify the shapefile. The process of deleting these features could take a long type if the number is large. During this time QGis may appear to be frozen. If you need something quickier (expecially with large shape files) you can use the utility ogr2ogr to select only the shape you want to keep:&lt;br /&gt;
 ./ogr2ogr -where &amp;quot;type in ('motorway','motorway_link','primary','primary_link','secondary','secondary_link','tertiary','tertiary_link','trunk','trunk_link','road','rest_area')&amp;quot; roads_new.shp roads.shp&lt;br /&gt;
&lt;br /&gt;
Try to simplify the Road shapefile as much as you can, eliminating dense areas of streets. This way you will also decrease your build time. The roads will be simulated by the urban shader anyway.&lt;br /&gt;
If you have to correct the coastline, open v0_landmass in QGis and the coastline shapefile from OSM.&lt;br /&gt;
In edit mode you can modify landmass shape to conform to OSM data.&lt;br /&gt;
&lt;br /&gt;
When all shapefiles are arranged properly inside the directory structure, you can run '''ogr-decode''' and set materials. But first you may have to edit default_priorities.txt and usgsmap.txt in share/TerraGear to add missing landclases. Check with materials.xml and [[CORINE to materials mapping]]&lt;br /&gt;
&lt;br /&gt;
On normal polygon shapefiles '''ogr-decode''' takes the usual parameters: &lt;br /&gt;
 ./ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
For roads and railroads, add a third option: '''--line-width 10'''&lt;br /&gt;
Streams will be covered by Corine polys so don't worry about that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;When building roads and/or railroads, ogr-decode may terminate with some error because elements do not have the correct coordinates. If it does, check the work directory, chances are most of the polys in your area have compiled fine and you don't need to worry about it.&amp;lt;/s&amp;gt;&lt;br /&gt;
To prevent bogus data from killing ogr-decode, you may patch the following file in two places:&lt;br /&gt;
'''terragear-cs/src/Lib/Polygon/chop-bin.cxx'''&lt;br /&gt;
&lt;br /&gt;
:Lines 222 and 375 replace with:&lt;br /&gt;
&lt;br /&gt;
 if ( (dx &amp;gt; 2880) || (dy &amp;gt; 1440) )&lt;br /&gt;
         //throw sg_exception(&amp;quot;something is really wrong in split_polygon()!!!!&amp;quot;);&lt;br /&gt;
 	return;&lt;br /&gt;
&lt;br /&gt;
Bogus data will be skipped, ogr-decode will continue.&lt;br /&gt;
In order to use OSM road data at maximum potential, you can also use SQL-like queries on the dataset using the '''--where''' option.&lt;br /&gt;
Eg:&lt;br /&gt;
&lt;br /&gt;
  ./ogr-decode --max-segment 500 --line-width 12 --area-type Freeway --where &amp;quot;TYPE=trunk&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 14 --area-type Freeway --where &amp;quot;TYPE=motorway&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 10 --area-type Road --where &amp;quot;TYPE=primary&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 7 --area-type Road --where &amp;quot;TYPE!=primary AND TYPE!=motorway AND TYPE!=trunk&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
These are suggested road and freeway widths for SE Europe. Your local mileage may vary. At this time, Road and Freeway are mapped as the same material in materials.xml but that may change in the future so build your scenery with that in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to which lines have been tagged in OSM data, you could even extract bridge segments and asign them a specific landclass which can then have the physical model of a bridge (this may require some hardcoding to ensure proper orientation).&lt;br /&gt;
&lt;br /&gt;
In order to proceed with your own custom landclass mappings, you should also edit the following files to insert your own:&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/default_priorities.txt''' and&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/usgsmap.txt'''&lt;br /&gt;
&lt;br /&gt;
(local paths may vary according to your own installation)&lt;br /&gt;
&lt;br /&gt;
=== Build process ===&lt;br /&gt;
If all data has been prepared without errors, check inside each directory in work/ and delete folders which do not fit your 10x10 degree tiles.&lt;br /&gt;
Time to run fgfs-construct and generate the scenery. This may take a very long time depending on your machine, so let it run over the night. &lt;br /&gt;
&lt;br /&gt;
 ./fgfs-construct --work-dir=./../work --output-dir=./../output --lon=XX --lat=XX --xdist=5 --ydist=5 \&lt;br /&gt;
 AirportArea AirportObj BarrenCover BuiltUpCover CropGrassCover \&lt;br /&gt;
 CropWoodCover DeciduousBroadCover DryCropPastureCover EvergreenBroadCover \&lt;br /&gt;
 GolfCourse GrassCover HerbTundraCover IrrCropPastureCover Lake Landmass Marsh MixedCropPastureCover\&lt;br /&gt;
 MixedForestCover OpenMining  \&lt;br /&gt;
 Road Railroad Rock Sand ShrubCover SRTM-3 Stream Town Urban Freeway&lt;br /&gt;
&lt;br /&gt;
The whole process can take 2-3 full days to complete. Still, it is possible to have the whole Europe in one or two months.&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48687</id>
		<title>TerraGear CORINE</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48687"/>
		<updated>2012-04-28T21:43:06Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main article|CORINE}}&lt;br /&gt;
&lt;br /&gt;
= '''Building Europe scenery with SRTM v4, Corine landclass and OpenStreetMap data''' =&lt;br /&gt;
&lt;br /&gt;
This is intended to complete and add up-to-date information on the [[Using TerraGear]] tutorial. &lt;br /&gt;
Important note in case you want to contribute to official FlightGear Scenery: Some data sources mentioned in this tutorial are not compatible with FlightGear GPL licence. Scenery created with SRTM 4 data from CGIAR (no commercial use) and OSM map data (CC-BY-SA licence) can’t be released under GPL terms and therefor can not come to official scenery releases.&lt;br /&gt;
&lt;br /&gt;
I will assume you are using the Linux build of Terragear. For instructions on how to get it compiled and installed, see [[Building terragear-cs in Ubuntu 64]]&lt;br /&gt;
Replace all paths where appropriate.&lt;br /&gt;
&lt;br /&gt;
First step after you have finished compiling terragear is to go to the file '''BuildTiles/Main/main.cxx''' and make sure CPU '''rlimit''' is a large number. I suggest 600000, this will let fgfs-construct run for almost a week. If you don't perform this check '''fgfs-construct''' will exit with error after a short time.&lt;br /&gt;
Make sure you edit the right values, there are two sets one below another. The first ones are not used.&lt;br /&gt;
&lt;br /&gt;
== ''Acquiring data'' ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
Note: SRTM version 4 is an updated and free available elevation dataset by CGIAR. Unfortunately the licence is not compatible with FlightGear GPL licence, when you’re going to use this data for scenery creation it can not come to official scenery releases. When you want to use GPL compliant data please download elevation data from USGS (SRTM 3, version 2_1).&lt;br /&gt;
&lt;br /&gt;
SRTM 4 Download: &lt;br /&gt;
[http://srtm.geog.kcl.ac.uk/portal/srtm41/elevation.kmz this file] and open it in Google Earth.&lt;br /&gt;
In Temporary Places select elevation and choose the 5x5 degrees tiles or the 1x1 degrees subtiles.&lt;br /&gt;
Make sure you download GEOTIFF files. I suggest doing 10x10 degrees areas, this means 4 files. It takes longer to compile scenery but on the whole the process is more efficient. Later you will see why.&lt;br /&gt;
&lt;br /&gt;
=== II. Landmass ===&lt;br /&gt;
Get VMAP0 landmass from [http://mapserver.flightgear.org/download.psp here] (v0_landmass) for the 10 by 10 degrees terrain area you selected. Alternatively use other sources for landmass areas (which ones?).&lt;br /&gt;
&lt;br /&gt;
=== III. Corine landclass ===&lt;br /&gt;
Get the full Corine set from [http://www.eea.europa.eu/data-and-maps/data/clc-2006-vector-data-version here]&lt;br /&gt;
&lt;br /&gt;
=== IV. Road, railroad and coastline data ===&lt;br /&gt;
Note: Unfortunately OSM data is still not compatible with FlightGear GPL licence. When you use OSM data for scenery creation this could not come to official scenery releases of FlightGear. But OSM is changing its licence this year, watch out, the new licence will be compatible with our GPL licence.&lt;br /&gt;
&lt;br /&gt;
Download shapefiles only for countries inside the 10x10 tile from [http://download.geofabrik.de/osm/ here]&lt;br /&gt;
This will give you roads and railroads. For coastline, go to [http://downloads.cloudmade.com/ this site]&lt;br /&gt;
Download the same files for your country but you will only use coastline for landmass adjustments.&lt;br /&gt;
 &lt;br /&gt;
Other datasources can be found [http://wiki.openstreetmap.org/wiki/Planet.osm here]:&lt;br /&gt;
&lt;br /&gt;
== Preparing data ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
:Assuming you are following the directory structure from [[Using TerraGear]] , run '''srtmchop''' on each TIF file from data/srtm.&lt;br /&gt;
There is a catch here: work/SRTM-3 has to be named exactly like that. Otherwise '''genapts''' won't find the elevation required for airport surfaces. This name is hardcoded inside the program.&lt;br /&gt;
&lt;br /&gt;
I suggest to run '''srtmchop''' manually for each file to check for errors.&lt;br /&gt;
Ignore warnings generated, some header data cannot be decoded correctly but it won't afect the result.&lt;br /&gt;
&lt;br /&gt;
:On certain TIF files, '''srtmchop''' will terminate with a memory free() error. We have not figured yet what causes this error only on some files. Until a fix is commited to GIT, you can run srtmchop through '''valgrind''':&lt;br /&gt;
 valgrind --leak-check=yes ./srtmchop &amp;lt;file&amp;gt; &amp;lt;output dir&amp;gt; &lt;br /&gt;
This will stop the program from exiting and will get the job done, albeit 10 times slower.&lt;br /&gt;
&lt;br /&gt;
:After you are finished with generating arr files, you can run '''terrafit.py''':&lt;br /&gt;
 ./terrafit.py -m 50 -x 4000 -e 2 work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
=== II. Airports ===&lt;br /&gt;
:This is a tedious step. '''genapts''' has to be run for each airport inside your 10x10 degree area. Copy '''apt.dat.gz''' from fgdata/Airports to data/airports. Extract it. For a quick look of which airports are in your area, open this file in Google Earth and remove all other markers, also check view -&amp;gt; grid in menu.&lt;br /&gt;
[http://bbs.keyhole.com/ubb/ubbthreads.php?ubb=download&amp;amp;Number=77221&amp;amp;filename=168950-ICAO.kmz kmz with ICAO]&lt;br /&gt;
It is best to make a list and iterate through each of the elements. Make sure you have all .arr and .fit files inside work/SRTM-3.&lt;br /&gt;
&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 for i in LROP LRBS LRSB&lt;br /&gt;
 do&lt;br /&gt;
    ./genapts --input=./data/airports/apt.dat --work=./work --airport=$i&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== III. Landcover ===&lt;br /&gt;
First open the SRTM files as raster layers in QGis. Edit project properties to set on the fly CRS transformation.&lt;br /&gt;
&lt;br /&gt;
:SRTM will serve as a cropping aid, so you can crop the other layers to the size needed.&lt;br /&gt;
Edit properties for each SRTM layer and set transparency well above 50% so you can see other layers.&lt;br /&gt;
After that open each Corine shapefile and make sure the layer really has elements in your area. Not all layers may have. Use the select tool to select a rectangle around SRTM borders.&lt;br /&gt;
Right click on layer and choose Save Selection As. &lt;br /&gt;
&lt;br /&gt;
:After cropping all neeeded layers, open them again and reproject on WGS84. Perform this operation from the menu Vector -&amp;gt; Data management tools-&amp;gt; Export to new projection. This step may not be necessary as I could gather from the source code, but it's easier to work with all data on the same projection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Next you will need to move all files for a layer to its own directory inside data/shapefiles. You can perform mapping between Corine classes this way too. For instance I have put all shapefiles for &amp;quot;Green urban areas&amp;quot; in &amp;quot;DeciduousBroadCover&amp;quot; so urban green areas are filled with trees. You can put several shapefiles inside a data/shapefile/*** directory and they will be processed as the same material. You can get creative with roads too, put Corine polygons for roads, railroads etc. inside GrassCover or DeciduousForest, so OSM roads will have a buffer around them made up of trees or grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:One problem I have faced with Corine is that &amp;quot;Continuous urban fabric&amp;quot; which is mapped to Urban is simply not present in my area. To avoid having only Towns, you can create a new layer in QGis and open the &amp;quot;Discontinuous urban fabric&amp;quot; layer (112) at the same time. Select edit mode for both layers, go to options and set the program to only show vectors from selected area. Then, select cities you would like to be mapped to Urban by holding down CTRL. After you are done, cut the selected polys and paste them into the new layer. Now you have both Town and Urban.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:You can then open roads and railroads from OSM and make sure they are ok and have WSG84 as CRS.&lt;br /&gt;
One big issue is that '''fgfs-construct''' can't handle big street networks. To eliminate them and reduce scene complexity, open the attribute table for the shapefile. Search for features of type &amp;quot;residential&amp;quot;, &amp;quot;track&amp;quot;, &amp;quot;path&amp;quot;, &amp;quot;pedestrian&amp;quot;, &amp;quot;footway&amp;quot;, &amp;quot;service&amp;quot;, &amp;quot;steps&amp;quot; and other unimportant features. Once selected, delete these lines to simplify the shapefile. The process of deleting these features could take a long type if the number is large. During this time QGis may appear to be frozen. If you need something quickier (expecially with large shape files) you can use the utility ogr2ogr to select only the shape you want to keep:&lt;br /&gt;
 ./ogr2ogr -where &amp;quot;type in ('motorway','motorway_link','primary','primary_link','secondary','secondary_link','tertiary','tertiary_link','trunk','trunk_link','road','rest_area')&amp;quot; roads_new.shp roads.shp&lt;br /&gt;
&lt;br /&gt;
Try to simplify the Road shapefile as much as you can, eliminating dense areas of streets. This way you will also decrease your build time. The roads will be simulated by the urban shader anyway.&lt;br /&gt;
If you have to correct the coastline, open v0_landmass in QGis and the coastline shapefile from OSM.&lt;br /&gt;
In edit mode you can modify landmass shape to conform to OSM data.&lt;br /&gt;
&lt;br /&gt;
When all shapefiles are arranged properly inside the directory structure, you can run '''ogr-decode''' and set materials. But first you may have to edit default_priorities.txt and usgsmap.txt in share/TerraGear to add missing landclases. Check with materials.xml and [[CORINE to materials mapping]]&lt;br /&gt;
&lt;br /&gt;
On normal polygon shapefiles '''ogr-decode''' takes the usual parameters: &lt;br /&gt;
 ./ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
For roads and railroads, add a third option: '''--line-width 10'''&lt;br /&gt;
Streams will be covered by Corine polys so don't worry about that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;When building roads and/or railroads, ogr-decode may terminate with some error because elements do not have the correct coordinates. If it does, check the work directory, chances are most of the polys in your area have compiled fine and you don't need to worry about it.&amp;lt;/s&amp;gt;&lt;br /&gt;
To prevent bogus data from killing ogr-decode, you may patch the following file in two places:&lt;br /&gt;
'''terragear-cs/src/Lib/Polygon/chop-bin.cxx'''&lt;br /&gt;
&lt;br /&gt;
:Lines 222 and 375 replace with:&lt;br /&gt;
&lt;br /&gt;
 if ( (dx &amp;gt; 2880) || (dy &amp;gt; 1440) )&lt;br /&gt;
         //throw sg_exception(&amp;quot;something is really wrong in split_polygon()!!!!&amp;quot;);&lt;br /&gt;
 	return;&lt;br /&gt;
&lt;br /&gt;
Bogus data will be skipped, ogr-decode will continue.&lt;br /&gt;
In order to use OSM road data at maximum potential, you can also use SQL-like queries on the dataset using the '''--where''' option.&lt;br /&gt;
Eg:&lt;br /&gt;
&lt;br /&gt;
  ./ogr-decode --max-segment 500 --line-width 12 --area-type Freeway --where &amp;quot;TYPE=trunk&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 14 --area-type Freeway --where &amp;quot;TYPE=motorway&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 10 --area-type Road --where &amp;quot;TYPE=primary&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 7 --area-type Road --where &amp;quot;TYPE!=primary AND TYPE!=motorway AND TYPE!=trunk&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
These are suggested road and freeway widths for SE Europe. Your local mileage may vary. At this time, Road and Freeway are mapped as the same material in materials.xml but that may change in the future so build your scenery with that in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to which lines have been tagged in OSM data, you could even extract bridge segments and asign them a specific landclass which can then have the physical model of a bridge (this may require some hardcoding to ensure proper orientation).&lt;br /&gt;
&lt;br /&gt;
In order to proceed with your own custom landclass mappings, you should also edit the following files to insert your own:&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/default_priorities.txt''' and&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/usgsmap.txt'''&lt;br /&gt;
&lt;br /&gt;
(local paths may vary according to your own installation)&lt;br /&gt;
&lt;br /&gt;
=== Build process ===&lt;br /&gt;
If all data has been prepared without errors, check inside each directory in work/ and delete folders which do not fit your 10x10 degree tiles.&lt;br /&gt;
Time to run fgfs-construct and generate the scenery. This may take a very long time depending on your machine, so let it run over the night. &lt;br /&gt;
&lt;br /&gt;
 ./fgfs-construct --work-dir=./../work --output-dir=./../output --lon=XX --lat=XX --xdist=5 --ydist=5 \&lt;br /&gt;
 AirportArea AirportObj BarrenCover BuiltUpCover CropGrassCover \&lt;br /&gt;
 CropWoodCover DeciduousBroadCover DryCropPastureCover EvergreenBroadCover \&lt;br /&gt;
 GolfCourse GrassCover HerbTundraCover IrrCropPastureCover Lake Landmass Marsh MixedCropPastureCover\&lt;br /&gt;
 MixedForestCover OpenMining  \&lt;br /&gt;
 Road Railroad Rock Sand ShrubCover SRTM-3 Stream Town Urban Freeway&lt;br /&gt;
&lt;br /&gt;
The whole process can take 2-3 full days to complete. Still, it is possible to have the whole Europe in one or two months.&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48680</id>
		<title>TerraGear CORINE</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48680"/>
		<updated>2012-04-28T21:10:27Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* IV. Road, railroad and coastline data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main article|CORINE}}&lt;br /&gt;
&lt;br /&gt;
= '''Building Europe scenery with SRTM v4, Corine landclass and OpenStreetMap data''' =&lt;br /&gt;
&lt;br /&gt;
This is intended to complete and add up-to-date information on the [[Using TerraGear]] tutorial.&lt;br /&gt;
&lt;br /&gt;
I will assume you are using the Linux build of Terragear. For instructions on how to get it compiled and installed, see [[Building terragear-cs in Ubuntu 64]]&lt;br /&gt;
Replace all paths where appropriate.&lt;br /&gt;
&lt;br /&gt;
First step after you have finished compiling terragear is to go to the file '''BuildTiles/Main/main.cxx''' and make sure CPU '''rlimit''' is a large number. I suggest 600000, this will let fgfs-construct run for almost a week. If you don't perform this check '''fgfs-construct''' will exit with error after a short time.&lt;br /&gt;
Make sure you edit the right values, there are two sets one below another. The first ones are not used.&lt;br /&gt;
&lt;br /&gt;
== ''Acquiring data'' ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
Note: SRTM version 4 is an updated and free available elevation dataset by CGIAR. Unfortunately the licence is not compatible with FlightGear GPL licence, when you’re going to use this data for scenery creation it can not come to official scenery releases. When you want to use GPL compliant data please download elevation data from USGS (SRTM 3, version 2_1).&lt;br /&gt;
&lt;br /&gt;
SRTM 4 Download: &lt;br /&gt;
[http://srtm.geog.kcl.ac.uk/portal/srtm41/elevation.kmz this file] and open it in Google Earth.&lt;br /&gt;
In Temporary Places select elevation and choose the 5x5 degrees tiles or the 1x1 degrees subtiles.&lt;br /&gt;
Make sure you download GEOTIFF files. I suggest doing 10x10 degrees areas, this means 4 files. It takes longer to compile scenery but on the whole the process is more efficient. Later you will see why.&lt;br /&gt;
&lt;br /&gt;
=== II. Landmass ===&lt;br /&gt;
Get VMAP0 landmass from [http://mapserver.flightgear.org/download.psp here] (v0_landmass) for the 10 by 10 degrees terrain area you selected. Alternatively use other sources for landmass areas (which ones?).&lt;br /&gt;
&lt;br /&gt;
=== III. Corine landclass ===&lt;br /&gt;
Get the full Corine set from [http://www.eea.europa.eu/data-and-maps/data/clc-2006-vector-data-version here]&lt;br /&gt;
&lt;br /&gt;
=== IV. Road, railroad and coastline data ===&lt;br /&gt;
Note: Unfortunately OSM data is still not compatible with FlightGear GPL licence. When you use OSM data for scenery creation this could not come to official scenery releases of FlightGear. But OSM is changing its licence this year, watch out, the new licence will be compatible with our GPL licence.&lt;br /&gt;
&lt;br /&gt;
Download shapefiles only for countries inside the 10x10 tile from [http://download.geofabrik.de/osm/ here]&lt;br /&gt;
This will give you roads and railroads. For coastline, go to [http://downloads.cloudmade.com/ this site]&lt;br /&gt;
Download the same files for your country but you will only use coastline for landmass adjustments.&lt;br /&gt;
 &lt;br /&gt;
Other datasources can be found [http://wiki.openstreetmap.org/wiki/Planet.osm here]:&lt;br /&gt;
&lt;br /&gt;
== Preparing data ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
:Assuming you are following the directory structure from [[Using TerraGear]] , run '''srtmchop''' on each TIF file from data/srtm.&lt;br /&gt;
There is a catch here: work/SRTM-3 has to be named exactly like that. Otherwise '''genapts''' won't find the elevation required for airport surfaces. This name is hardcoded inside the program.&lt;br /&gt;
&lt;br /&gt;
I suggest to run '''srtmchop''' manually for each file to check for errors.&lt;br /&gt;
Ignore warnings generated, some header data cannot be decoded correctly but it won't afect the result.&lt;br /&gt;
&lt;br /&gt;
:On certain TIF files, '''srtmchop''' will terminate with a memory free() error. We have not figured yet what causes this error only on some files. Until a fix is commited to GIT, you can run srtmchop through '''valgrind''':&lt;br /&gt;
 valgrind --leak-check=yes ./srtmchop &amp;lt;file&amp;gt; &amp;lt;output dir&amp;gt; &lt;br /&gt;
This will stop the program from exiting and will get the job done, albeit 10 times slower.&lt;br /&gt;
&lt;br /&gt;
:After you are finished with generating arr files, you can run '''terrafit.py''':&lt;br /&gt;
 ./terrafit.py -m 50 -x 4000 -e 2 work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
=== II. Airports ===&lt;br /&gt;
:This is a tedious step. '''genapts''' has to be run for each airport inside your 10x10 degree area. Copy '''apt.dat.gz''' from fgdata/Airports to data/airports. Extract it. For a quick look of which airports are in your area, open this file in Google Earth and remove all other markers, also check view -&amp;gt; grid in menu.&lt;br /&gt;
[http://bbs.keyhole.com/ubb/ubbthreads.php?ubb=download&amp;amp;Number=77221&amp;amp;filename=168950-ICAO.kmz kmz with ICAO]&lt;br /&gt;
It is best to make a list and iterate through each of the elements. Make sure you have all .arr and .fit files inside work/SRTM-3.&lt;br /&gt;
&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 for i in LROP LRBS LRSB&lt;br /&gt;
 do&lt;br /&gt;
    ./genapts --input=./data/airports/apt.dat --work=./work --airport=$i&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== III. Landcover ===&lt;br /&gt;
First open the SRTM files as raster layers in QGis. Edit project properties to set on the fly CRS transformation.&lt;br /&gt;
&lt;br /&gt;
:SRTM will serve as a cropping aid, so you can crop the other layers to the size needed.&lt;br /&gt;
Edit properties for each SRTM layer and set transparency well above 50% so you can see other layers.&lt;br /&gt;
After that open each Corine shapefile and make sure the layer really has elements in your area. Not all layers may have. Use the select tool to select a rectangle around SRTM borders.&lt;br /&gt;
Right click on layer and choose Save Selection As. &lt;br /&gt;
&lt;br /&gt;
:After cropping all neeeded layers, open them again and reproject on WGS84. Perform this operation from the menu Vector -&amp;gt; Data management tools-&amp;gt; Export to new projection. This step may not be necessary as I could gather from the source code, but it's easier to work with all data on the same projection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Next you will need to move all files for a layer to its own directory inside data/shapefiles. You can perform mapping between Corine classes this way too. For instance I have put all shapefiles for &amp;quot;Green urban areas&amp;quot; in &amp;quot;DeciduousBroadCover&amp;quot; so urban green areas are filled with trees. You can put several shapefiles inside a data/shapefile/*** directory and they will be processed as the same material. You can get creative with roads too, put Corine polygons for roads, railroads etc. inside GrassCover or DeciduousForest, so OSM roads will have a buffer around them made up of trees or grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:One problem I have faced with Corine is that &amp;quot;Continuous urban fabric&amp;quot; which is mapped to Urban is simply not present in my area. To avoid having only Towns, you can create a new layer in QGis and open the &amp;quot;Discontinuous urban fabric&amp;quot; layer (112) at the same time. Select edit mode for both layers, go to options and set the program to only show vectors from selected area. Then, select cities you would like to be mapped to Urban by holding down CTRL. After you are done, cut the selected polys and paste them into the new layer. Now you have both Town and Urban.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:You can then open roads and railroads from OSM and make sure they are ok and have WSG84 as CRS.&lt;br /&gt;
One big issue is that '''fgfs-construct''' can't handle big street networks. To eliminate them and reduce scene complexity, open the attribute table for the shapefile. Search for features of type &amp;quot;residential&amp;quot;, &amp;quot;track&amp;quot;, &amp;quot;path&amp;quot;, &amp;quot;pedestrian&amp;quot;, &amp;quot;footway&amp;quot;, &amp;quot;service&amp;quot;, &amp;quot;steps&amp;quot; and other unimportant features. Once selected, delete these lines to simplify the shapefile. The process of deleting these features could take a long type if the number is large. During this time QGis may appear to be frozen. If you need something quickier (expecially with large shape files) you can use the utility ogr2ogr to select only the shape you want to keep:&lt;br /&gt;
 ./ogr2ogr -where &amp;quot;type in ('motorway','motorway_link','primary','primary_link','secondary','secondary_link','tertiary','tertiary_link','trunk','trunk_link','road','rest_area')&amp;quot; roads_new.shp roads.shp&lt;br /&gt;
&lt;br /&gt;
Try to simplify the Road shapefile as much as you can, eliminating dense areas of streets. This way you will also decrease your build time. The roads will be simulated by the urban shader anyway.&lt;br /&gt;
If you have to correct the coastline, open v0_landmass in QGis and the coastline shapefile from OSM.&lt;br /&gt;
In edit mode you can modify landmass shape to conform to OSM data.&lt;br /&gt;
&lt;br /&gt;
When all shapefiles are arranged properly inside the directory structure, you can run '''ogr-decode''' and set materials. But first you may have to edit default_priorities.txt and usgsmap.txt in share/TerraGear to add missing landclases. Check with materials.xml and [[CORINE to materials mapping]]&lt;br /&gt;
&lt;br /&gt;
On normal polygon shapefiles '''ogr-decode''' takes the usual parameters: &lt;br /&gt;
 ./ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
For roads and railroads, add a third option: '''--line-width 10'''&lt;br /&gt;
Streams will be covered by Corine polys so don't worry about that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;When building roads and/or railroads, ogr-decode may terminate with some error because elements do not have the correct coordinates. If it does, check the work directory, chances are most of the polys in your area have compiled fine and you don't need to worry about it.&amp;lt;/s&amp;gt;&lt;br /&gt;
To prevent bogus data from killing ogr-decode, you may patch the following file in two places:&lt;br /&gt;
'''terragear-cs/src/Lib/Polygon/chop-bin.cxx'''&lt;br /&gt;
&lt;br /&gt;
:Lines 222 and 375 replace with:&lt;br /&gt;
&lt;br /&gt;
 if ( (dx &amp;gt; 2880) || (dy &amp;gt; 1440) )&lt;br /&gt;
         //throw sg_exception(&amp;quot;something is really wrong in split_polygon()!!!!&amp;quot;);&lt;br /&gt;
 	return;&lt;br /&gt;
&lt;br /&gt;
Bogus data will be skipped, ogr-decode will continue.&lt;br /&gt;
In order to use OSM road data at maximum potential, you can also use SQL-like queries on the dataset using the '''--where''' option.&lt;br /&gt;
Eg:&lt;br /&gt;
&lt;br /&gt;
  ./ogr-decode --max-segment 500 --line-width 12 --area-type Freeway --where &amp;quot;TYPE=trunk&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 14 --area-type Freeway --where &amp;quot;TYPE=motorway&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 10 --area-type Road --where &amp;quot;TYPE=primary&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 7 --area-type Road --where &amp;quot;TYPE!=primary AND TYPE!=motorway AND TYPE!=trunk&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
These are suggested road and freeway widths for SE Europe. Your local mileage may vary. At this time, Road and Freeway are mapped as the same material in materials.xml but that may change in the future so build your scenery with that in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to which lines have been tagged in OSM data, you could even extract bridge segments and asign them a specific landclass which can then have the physical model of a bridge (this may require some hardcoding to ensure proper orientation).&lt;br /&gt;
&lt;br /&gt;
In order to proceed with your own custom landclass mappings, you should also edit the following files to insert your own:&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/default_priorities.txt''' and&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/usgsmap.txt'''&lt;br /&gt;
&lt;br /&gt;
(local paths may vary according to your own installation)&lt;br /&gt;
&lt;br /&gt;
=== Build process ===&lt;br /&gt;
If all data has been prepared without errors, check inside each directory in work/ and delete folders which do not fit your 10x10 degree tiles.&lt;br /&gt;
Time to run fgfs-construct and generate the scenery. This may take a very long time depending on your machine, so let it run over the night. &lt;br /&gt;
&lt;br /&gt;
 ./fgfs-construct --work-dir=./../work --output-dir=./../output --lon=XX --lat=XX --xdist=5 --ydist=5 \&lt;br /&gt;
 AirportArea AirportObj BarrenCover BuiltUpCover CropGrassCover \&lt;br /&gt;
 CropWoodCover DeciduousBroadCover DryCropPastureCover EvergreenBroadCover \&lt;br /&gt;
 GolfCourse GrassCover HerbTundraCover IrrCropPastureCover Lake Landmass Marsh MixedCropPastureCover\&lt;br /&gt;
 MixedForestCover OpenMining  \&lt;br /&gt;
 Road Railroad Rock Sand ShrubCover SRTM-3 Stream Town Urban Freeway&lt;br /&gt;
&lt;br /&gt;
The whole process can take 2-3 full days to complete. Still, it is possible to have the whole Europe in one or two months.&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48673</id>
		<title>TerraGear CORINE</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=TerraGear_CORINE&amp;diff=48673"/>
		<updated>2012-04-28T21:02:08Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main article|CORINE}}&lt;br /&gt;
&lt;br /&gt;
= '''Building Europe scenery with SRTM v4, Corine landclass and OpenStreetMap data''' =&lt;br /&gt;
&lt;br /&gt;
This is intended to complete and add up-to-date information on the [[Using TerraGear]] tutorial.&lt;br /&gt;
&lt;br /&gt;
I will assume you are using the Linux build of Terragear. For instructions on how to get it compiled and installed, see [[Building terragear-cs in Ubuntu 64]]&lt;br /&gt;
Replace all paths where appropriate.&lt;br /&gt;
&lt;br /&gt;
First step after you have finished compiling terragear is to go to the file '''BuildTiles/Main/main.cxx''' and make sure CPU '''rlimit''' is a large number. I suggest 600000, this will let fgfs-construct run for almost a week. If you don't perform this check '''fgfs-construct''' will exit with error after a short time.&lt;br /&gt;
Make sure you edit the right values, there are two sets one below another. The first ones are not used.&lt;br /&gt;
&lt;br /&gt;
== ''Acquiring data'' ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
Note: SRTM version 4 is an updated and free available elevation dataset by CGIAR. Unfortunately the licence is not compatible with FlightGear GPL licence, when you’re going to use this data for scenery creation it can not come to official scenery releases. When you want to use GPL compliant data please download elevation data from USGS (SRTM 3, version 2_1).&lt;br /&gt;
&lt;br /&gt;
SRTM 4 Download: &lt;br /&gt;
[http://srtm.geog.kcl.ac.uk/portal/srtm41/elevation.kmz this file] and open it in Google Earth.&lt;br /&gt;
In Temporary Places select elevation and choose the 5x5 degrees tiles or the 1x1 degrees subtiles.&lt;br /&gt;
Make sure you download GEOTIFF files. I suggest doing 10x10 degrees areas, this means 4 files. It takes longer to compile scenery but on the whole the process is more efficient. Later you will see why.&lt;br /&gt;
&lt;br /&gt;
=== II. Landmass ===&lt;br /&gt;
Get VMAP0 landmass from [http://mapserver.flightgear.org/download.psp here] (v0_landmass) for the 10 by 10 degrees terrain area you selected. Alternatively use other sources for landmass areas (which ones?).&lt;br /&gt;
&lt;br /&gt;
=== III. Corine landclass ===&lt;br /&gt;
Get the full Corine set from [http://www.eea.europa.eu/data-and-maps/data/clc-2006-vector-data-version here]&lt;br /&gt;
&lt;br /&gt;
=== IV. Road, railroad and coastline data ===&lt;br /&gt;
Download shapefiles only for countries inside the 10x10 tile from [http://download.geofabrik.de/osm/ here]&lt;br /&gt;
This will give you roads and railroads. For coastline, go to [http://downloads.cloudmade.com/ this site]&lt;br /&gt;
Download the same files for your country but you will only use coastline for landmass adjustments.&lt;br /&gt;
 &lt;br /&gt;
Other datasources can be found [http://wiki.openstreetmap.org/wiki/Planet.osm here]:&lt;br /&gt;
&lt;br /&gt;
== Preparing data ==&lt;br /&gt;
&lt;br /&gt;
=== I. Elevation ===&lt;br /&gt;
:Assuming you are following the directory structure from [[Using TerraGear]] , run '''srtmchop''' on each TIF file from data/srtm.&lt;br /&gt;
There is a catch here: work/SRTM-3 has to be named exactly like that. Otherwise '''genapts''' won't find the elevation required for airport surfaces. This name is hardcoded inside the program.&lt;br /&gt;
&lt;br /&gt;
I suggest to run '''srtmchop''' manually for each file to check for errors.&lt;br /&gt;
Ignore warnings generated, some header data cannot be decoded correctly but it won't afect the result.&lt;br /&gt;
&lt;br /&gt;
:On certain TIF files, '''srtmchop''' will terminate with a memory free() error. We have not figured yet what causes this error only on some files. Until a fix is commited to GIT, you can run srtmchop through '''valgrind''':&lt;br /&gt;
 valgrind --leak-check=yes ./srtmchop &amp;lt;file&amp;gt; &amp;lt;output dir&amp;gt; &lt;br /&gt;
This will stop the program from exiting and will get the job done, albeit 10 times slower.&lt;br /&gt;
&lt;br /&gt;
:After you are finished with generating arr files, you can run '''terrafit.py''':&lt;br /&gt;
 ./terrafit.py -m 50 -x 4000 -e 2 work/SRTM-3&lt;br /&gt;
&lt;br /&gt;
=== II. Airports ===&lt;br /&gt;
:This is a tedious step. '''genapts''' has to be run for each airport inside your 10x10 degree area. Copy '''apt.dat.gz''' from fgdata/Airports to data/airports. Extract it. For a quick look of which airports are in your area, open this file in Google Earth and remove all other markers, also check view -&amp;gt; grid in menu.&lt;br /&gt;
[http://bbs.keyhole.com/ubb/ubbthreads.php?ubb=download&amp;amp;Number=77221&amp;amp;filename=168950-ICAO.kmz kmz with ICAO]&lt;br /&gt;
It is best to make a list and iterate through each of the elements. Make sure you have all .arr and .fit files inside work/SRTM-3.&lt;br /&gt;
&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 for i in LROP LRBS LRSB&lt;br /&gt;
 do&lt;br /&gt;
    ./genapts --input=./data/airports/apt.dat --work=./work --airport=$i&lt;br /&gt;
 done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== III. Landcover ===&lt;br /&gt;
First open the SRTM files as raster layers in QGis. Edit project properties to set on the fly CRS transformation.&lt;br /&gt;
&lt;br /&gt;
:SRTM will serve as a cropping aid, so you can crop the other layers to the size needed.&lt;br /&gt;
Edit properties for each SRTM layer and set transparency well above 50% so you can see other layers.&lt;br /&gt;
After that open each Corine shapefile and make sure the layer really has elements in your area. Not all layers may have. Use the select tool to select a rectangle around SRTM borders.&lt;br /&gt;
Right click on layer and choose Save Selection As. &lt;br /&gt;
&lt;br /&gt;
:After cropping all neeeded layers, open them again and reproject on WGS84. Perform this operation from the menu Vector -&amp;gt; Data management tools-&amp;gt; Export to new projection. This step may not be necessary as I could gather from the source code, but it's easier to work with all data on the same projection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Next you will need to move all files for a layer to its own directory inside data/shapefiles. You can perform mapping between Corine classes this way too. For instance I have put all shapefiles for &amp;quot;Green urban areas&amp;quot; in &amp;quot;DeciduousBroadCover&amp;quot; so urban green areas are filled with trees. You can put several shapefiles inside a data/shapefile/*** directory and they will be processed as the same material. You can get creative with roads too, put Corine polygons for roads, railroads etc. inside GrassCover or DeciduousForest, so OSM roads will have a buffer around them made up of trees or grass.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:One problem I have faced with Corine is that &amp;quot;Continuous urban fabric&amp;quot; which is mapped to Urban is simply not present in my area. To avoid having only Towns, you can create a new layer in QGis and open the &amp;quot;Discontinuous urban fabric&amp;quot; layer (112) at the same time. Select edit mode for both layers, go to options and set the program to only show vectors from selected area. Then, select cities you would like to be mapped to Urban by holding down CTRL. After you are done, cut the selected polys and paste them into the new layer. Now you have both Town and Urban.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:You can then open roads and railroads from OSM and make sure they are ok and have WSG84 as CRS.&lt;br /&gt;
One big issue is that '''fgfs-construct''' can't handle big street networks. To eliminate them and reduce scene complexity, open the attribute table for the shapefile. Search for features of type &amp;quot;residential&amp;quot;, &amp;quot;track&amp;quot;, &amp;quot;path&amp;quot;, &amp;quot;pedestrian&amp;quot;, &amp;quot;footway&amp;quot;, &amp;quot;service&amp;quot;, &amp;quot;steps&amp;quot; and other unimportant features. Once selected, delete these lines to simplify the shapefile. The process of deleting these features could take a long type if the number is large. During this time QGis may appear to be frozen. If you need something quickier (expecially with large shape files) you can use the utility ogr2ogr to select only the shape you want to keep:&lt;br /&gt;
 ./ogr2ogr -where &amp;quot;type in ('motorway','motorway_link','primary','primary_link','secondary','secondary_link','tertiary','tertiary_link','trunk','trunk_link','road','rest_area')&amp;quot; roads_new.shp roads.shp&lt;br /&gt;
&lt;br /&gt;
Try to simplify the Road shapefile as much as you can, eliminating dense areas of streets. This way you will also decrease your build time. The roads will be simulated by the urban shader anyway.&lt;br /&gt;
If you have to correct the coastline, open v0_landmass in QGis and the coastline shapefile from OSM.&lt;br /&gt;
In edit mode you can modify landmass shape to conform to OSM data.&lt;br /&gt;
&lt;br /&gt;
When all shapefiles are arranged properly inside the directory structure, you can run '''ogr-decode''' and set materials. But first you may have to edit default_priorities.txt and usgsmap.txt in share/TerraGear to add missing landclases. Check with materials.xml and [[CORINE to materials mapping]]&lt;br /&gt;
&lt;br /&gt;
On normal polygon shapefiles '''ogr-decode''' takes the usual parameters: &lt;br /&gt;
 ./ogr-decode --max-segment 500 --area-type Default work/Landmass data/shapefiles/v0_landmass&lt;br /&gt;
For roads and railroads, add a third option: '''--line-width 10'''&lt;br /&gt;
Streams will be covered by Corine polys so don't worry about that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;When building roads and/or railroads, ogr-decode may terminate with some error because elements do not have the correct coordinates. If it does, check the work directory, chances are most of the polys in your area have compiled fine and you don't need to worry about it.&amp;lt;/s&amp;gt;&lt;br /&gt;
To prevent bogus data from killing ogr-decode, you may patch the following file in two places:&lt;br /&gt;
'''terragear-cs/src/Lib/Polygon/chop-bin.cxx'''&lt;br /&gt;
&lt;br /&gt;
:Lines 222 and 375 replace with:&lt;br /&gt;
&lt;br /&gt;
 if ( (dx &amp;gt; 2880) || (dy &amp;gt; 1440) )&lt;br /&gt;
         //throw sg_exception(&amp;quot;something is really wrong in split_polygon()!!!!&amp;quot;);&lt;br /&gt;
 	return;&lt;br /&gt;
&lt;br /&gt;
Bogus data will be skipped, ogr-decode will continue.&lt;br /&gt;
In order to use OSM road data at maximum potential, you can also use SQL-like queries on the dataset using the '''--where''' option.&lt;br /&gt;
Eg:&lt;br /&gt;
&lt;br /&gt;
  ./ogr-decode --max-segment 500 --line-width 12 --area-type Freeway --where &amp;quot;TYPE=trunk&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 14 --area-type Freeway --where &amp;quot;TYPE=motorway&amp;quot; work/Freeway data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 10 --area-type Road --where &amp;quot;TYPE=primary&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
 ./ogr-decode --max-segment 500 --line-width 7 --area-type Road --where &amp;quot;TYPE!=primary AND TYPE!=motorway AND TYPE!=trunk&amp;quot; work/Road data/shapefiles/road&lt;br /&gt;
&lt;br /&gt;
These are suggested road and freeway widths for SE Europe. Your local mileage may vary. At this time, Road and Freeway are mapped as the same material in materials.xml but that may change in the future so build your scenery with that in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
According to which lines have been tagged in OSM data, you could even extract bridge segments and asign them a specific landclass which can then have the physical model of a bridge (this may require some hardcoding to ensure proper orientation).&lt;br /&gt;
&lt;br /&gt;
In order to proceed with your own custom landclass mappings, you should also edit the following files to insert your own:&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/default_priorities.txt''' and&lt;br /&gt;
'''install/terragear-cs/share/TerraGear/usgsmap.txt'''&lt;br /&gt;
&lt;br /&gt;
(local paths may vary according to your own installation)&lt;br /&gt;
&lt;br /&gt;
=== Build process ===&lt;br /&gt;
If all data has been prepared without errors, check inside each directory in work/ and delete folders which do not fit your 10x10 degree tiles.&lt;br /&gt;
Time to run fgfs-construct and generate the scenery. This may take a very long time depending on your machine, so let it run over the night. &lt;br /&gt;
&lt;br /&gt;
 ./fgfs-construct --work-dir=./../work --output-dir=./../output --lon=XX --lat=XX --xdist=5 --ydist=5 \&lt;br /&gt;
 AirportArea AirportObj BarrenCover BuiltUpCover CropGrassCover \&lt;br /&gt;
 CropWoodCover DeciduousBroadCover DryCropPastureCover EvergreenBroadCover \&lt;br /&gt;
 GolfCourse GrassCover HerbTundraCover IrrCropPastureCover Lake Landmass Marsh MixedCropPastureCover\&lt;br /&gt;
 MixedForestCover OpenMining  \&lt;br /&gt;
 Road Railroad Rock Sand ShrubCover SRTM-3 Stream Town Urban Freeway&lt;br /&gt;
&lt;br /&gt;
The whole process can take 2-3 full days to complete. Still, it is possible to have the whole Europe in one or two months.&lt;br /&gt;
&lt;br /&gt;
{{Terra}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scenery enhancement]]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38488</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38488"/>
		<updated>2011-12-28T00:03:29Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Examples: Airports with EMAS installed at one or more runways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cquote|&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An '''engineered materials arresting systems''' ('''EMAS''') is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;|[http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf FAA 150-5220-22A Advisory Circular]}}&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS, how it is marked on airport charts in the U.S. ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, RWY 22L, 346 x 170)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Examples: Airports with EMAS installed at one or more runways ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ICAO !! Runway !! Alignment || Length !! Width !! Latitude !! Longitude&lt;br /&gt;
|-&lt;br /&gt;
| KLIT || 04L || 46.51 || 300.00 || 168.00 || 34.738480 || -92.217633&lt;br /&gt;
|-&lt;br /&gt;
| KLIT || 22R || 226.52 || 262.60 || 169.70 || 34.721309 || -92.239560&lt;br /&gt;
|-&lt;br /&gt;
| KBUR || 08 || 90.93 || 170.00 || 350.00 || 34.197642 || -118.349388&lt;br /&gt;
|-&lt;br /&gt;
| KSAN || 27 || 253.99 || 315.00 || 218.00 || 32.737274 || -117.204998&lt;br /&gt;
|-&lt;br /&gt;
| KSBP || 11 || 124.77 || 300.00 || 170.00 || 35.231891 || -120.631448&lt;br /&gt;
|-&lt;br /&gt;
| KSBP || 29 || 235.22 || 312.00 || 170.00 || 35.242977 || -120.650911&lt;br /&gt;
|-&lt;br /&gt;
| KTEX || 09 || 104.90 || 291.57 || 121.50 || 37.951106 || -107.895908&lt;br /&gt;
|-&lt;br /&gt;
| KTEX || 27 || 255.08 || 291.57 || 121.50 || 37.956517 || -107.921575&lt;br /&gt;
|-&lt;br /&gt;
| KILG || 19 || 185.08 || 303.00 || 170.00 || 39.668031 || -75.603968&lt;br /&gt;
|-&lt;br /&gt;
| PACV || 27 || 245.76 || 250.00 || 170.00 || 60.497246 || -145.499157&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Source: FAA 15-12-2011, Coordinates (center of device) calculated with estimated displacement on stopway&lt;br /&gt;
&lt;br /&gt;
== Prototype at KORH RWY 29 for FlightGear scenery, 300/170 ==&lt;br /&gt;
[[File:Emas proto korh.png]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
=== Articles from EMAS manufacturers ===&lt;br /&gt;
* [http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
* [http://www.flyoperativtforum.no/Foredrag/fof11/EMASMAX%20Briefing%204%20May%202011V1.pdf EMASMAX Briefing from Zodiac Aerospace], Flight Operations Forum, Oslo, Norway 3-4 May 2011&lt;br /&gt;
&lt;br /&gt;
=== FAA Advisory, other sources ===&lt;br /&gt;
* [http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf FAA 150-5220-22A Advisory Circular]&lt;br /&gt;
&lt;br /&gt;
=== Media ===&lt;br /&gt;
* [http://www.youtube.com/watch?v=moYLpwdnUyU 727 overrun, EMAS], short movie on YouTube&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Emas_proto_korh.png&amp;diff=38487</id>
		<title>File:Emas proto korh.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Emas_proto_korh.png&amp;diff=38487"/>
		<updated>2011-12-28T00:01:44Z</updated>

		<summary type="html">&lt;p&gt;Gral: Screenshot from UFO placement of prototype.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot from UFO placement of prototype.&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Runway&amp;diff=38371</id>
		<title>Runway</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Runway&amp;diff=38371"/>
		<updated>2011-12-24T00:48:27Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* EMAS (Engineered Material Arresting Systems) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A runway is a surface on an airport used for takeoffs and landings of aircraft. They are often made out of pavement, though other unpaved surfaces are used, such as dirt, sod, and gravel. They can be many different lengths, from 500m for STOL use to 11900m dirt runways at Edwards AFB.&lt;br /&gt;
&lt;br /&gt;
== Parts of a Runway ==&lt;br /&gt;
=== Runway Safety Area ===&lt;br /&gt;
Around the runway, there is a runway safety area, which is flat and mostly clear of objects. This is to make sure that there are no loose items on the ground near the runway that could impede aircraft using the runway.&lt;br /&gt;
&lt;br /&gt;
=== EMAS (Engineered Material Arresting Systems) ===&lt;br /&gt;
{{Main article|EMAS}}&lt;br /&gt;
&lt;br /&gt;
=== Blast Pads ===&lt;br /&gt;
Often constructed at the beginnings and ends of runways are blast pads. These are to protect the runway and ground before it from jet blast produced by aircraft. If these blast pads are not there, terrain before the runway could degrade allowing the runway's surface to crumble towards it. When there are not areas at the ends of runways that are flat and smooth in case of overruns, such as at KMDW, these are often made into EMAS to help stop planes in overruns. They have yellow chevrons painted over them and are not suitable to land, take off, or taxi on unless emergency.&lt;br /&gt;
=== Threshold ===&lt;br /&gt;
This is the beginning of the runway, from the blast pad to blast pad. There are normally a series of white lines, with the identification after that, to identify the runway, one on each end, in normal circumstances. Extremely rarely, in the case of [[EDDF]], only one end is numbered, and because of this, this is the only used end. This threshold may be displaced from the start of the runway, see below.&lt;br /&gt;
=== Displaced Threshold ===&lt;br /&gt;
Displaced thresholds displace the normal threshold from the beginning of the runway. These are often constructed due to the fact that aircraft cannot land at the beginning of the runway due to noise restrictions or pavement strength. There are arrows pointing in the direction down the runway on them, leading up to the threshold. Aircraft may use them for takeoffs and to end landings, but in normal circumstances, they are not to be landed on.&lt;br /&gt;
=== Runway ===&lt;br /&gt;
This is the main operational part of the runway. There are many markings on it, starting at the threshold and continuing down to the other threshold. There is a striped white line continuing down the middle of the runway, as well as landing zone markings. Landing zone markings start with two sets of 3 white stripes, each on one side of the runway. Farther down, there are two sets of solid white boxes, similar in size to the groups of three stripes. In some countries such as Canada and Britain, these are replaced with a different design of stripes. Ahead are two sets of two white stripes, two sets of two white stripes again, two single white stripes, and two more single white stripes. If aircraft do not touch down within this region often a touch-and-go is performed. It should be noted that some or all of these markings do not appear on smaller-sized airports or unpaved runways.&lt;br /&gt;
&lt;br /&gt;
== Runway Lighting ==&lt;br /&gt;
Almost all paved runways at major airports have lighting installed on them. This allows pilots to see the outline of the runway without actually seeing the runway, which helps for landing during night and low visibility situations. These lights use full-directional white lights to show the border and center line of the runway. Red lights point towards the middle of the runway and green lights point away from the runway from the threshold.&lt;br /&gt;
&lt;br /&gt;
=== Approach Lighting ===&lt;br /&gt;
Approach lighting assists pilots with a higher-density array right before the threshold to assist in landings while the lights are on. Often on [[ILS]] enabled runways, there are two strips of lights continuing from the approach lights onto the runway through the the landing zone.&lt;br /&gt;
&lt;br /&gt;
== Instrument Landing System ==&lt;br /&gt;
{{Main article|Instrument Landing System}}&lt;br /&gt;
&lt;br /&gt;
Often there are many devices built in under the pavement on runways. One of these systems is Instrument Landing System, or ILS. It uses radio signals to guide in a pilot who cannot perform a visual approach or wants a more precise approach, for any reason. This feature is included in FlightGear and is in use at almost all commercial airports, plus many general aviation ones.&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Runway&amp;diff=38370</id>
		<title>Runway</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Runway&amp;diff=38370"/>
		<updated>2011-12-24T00:47:39Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Runway Safety Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A runway is a surface on an airport used for takeoffs and landings of aircraft. They are often made out of pavement, though other unpaved surfaces are used, such as dirt, sod, and gravel. They can be many different lengths, from 500m for STOL use to 11900m dirt runways at Edwards AFB.&lt;br /&gt;
&lt;br /&gt;
== Parts of a Runway ==&lt;br /&gt;
=== Runway Safety Area ===&lt;br /&gt;
Around the runway, there is a runway safety area, which is flat and mostly clear of objects. This is to make sure that there are no loose items on the ground near the runway that could impede aircraft using the runway.&lt;br /&gt;
&lt;br /&gt;
=== EMAS (Engineered Material Arresting Systems) ===&lt;br /&gt;
see main article ---&amp;gt; [[EMAS]]&lt;br /&gt;
&lt;br /&gt;
=== Blast Pads ===&lt;br /&gt;
Often constructed at the beginnings and ends of runways are blast pads. These are to protect the runway and ground before it from jet blast produced by aircraft. If these blast pads are not there, terrain before the runway could degrade allowing the runway's surface to crumble towards it. When there are not areas at the ends of runways that are flat and smooth in case of overruns, such as at KMDW, these are often made into EMAS to help stop planes in overruns. They have yellow chevrons painted over them and are not suitable to land, take off, or taxi on unless emergency.&lt;br /&gt;
=== Threshold ===&lt;br /&gt;
This is the beginning of the runway, from the blast pad to blast pad. There are normally a series of white lines, with the identification after that, to identify the runway, one on each end, in normal circumstances. Extremely rarely, in the case of [[EDDF]], only one end is numbered, and because of this, this is the only used end. This threshold may be displaced from the start of the runway, see below.&lt;br /&gt;
=== Displaced Threshold ===&lt;br /&gt;
Displaced thresholds displace the normal threshold from the beginning of the runway. These are often constructed due to the fact that aircraft cannot land at the beginning of the runway due to noise restrictions or pavement strength. There are arrows pointing in the direction down the runway on them, leading up to the threshold. Aircraft may use them for takeoffs and to end landings, but in normal circumstances, they are not to be landed on.&lt;br /&gt;
=== Runway ===&lt;br /&gt;
This is the main operational part of the runway. There are many markings on it, starting at the threshold and continuing down to the other threshold. There is a striped white line continuing down the middle of the runway, as well as landing zone markings. Landing zone markings start with two sets of 3 white stripes, each on one side of the runway. Farther down, there are two sets of solid white boxes, similar in size to the groups of three stripes. In some countries such as Canada and Britain, these are replaced with a different design of stripes. Ahead are two sets of two white stripes, two sets of two white stripes again, two single white stripes, and two more single white stripes. If aircraft do not touch down within this region often a touch-and-go is performed. It should be noted that some or all of these markings do not appear on smaller-sized airports or unpaved runways.&lt;br /&gt;
&lt;br /&gt;
== Runway Lighting ==&lt;br /&gt;
Almost all paved runways at major airports have lighting installed on them. This allows pilots to see the outline of the runway without actually seeing the runway, which helps for landing during night and low visibility situations. These lights use full-directional white lights to show the border and center line of the runway. Red lights point towards the middle of the runway and green lights point away from the runway from the threshold.&lt;br /&gt;
&lt;br /&gt;
=== Approach Lighting ===&lt;br /&gt;
Approach lighting assists pilots with a higher-density array right before the threshold to assist in landings while the lights are on. Often on [[ILS]] enabled runways, there are two strips of lights continuing from the approach lights onto the runway through the the landing zone.&lt;br /&gt;
&lt;br /&gt;
== Instrument Landing System ==&lt;br /&gt;
{{Main article|Instrument Landing System}}&lt;br /&gt;
&lt;br /&gt;
Often there are many devices built in under the pavement on runways. One of these systems is Instrument Landing System, or ILS. It uses radio signals to guide in a pilot who cannot perform a visual approach or wants a more precise approach, for any reason. This feature is included in FlightGear and is in use at almost all commercial airports, plus many general aviation ones.&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38369</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38369"/>
		<updated>2011-12-24T00:41:44Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Examples: Airports with EMAS installed at one or more runways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS, how it is marked on airport charts in the U.S. ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, RWY 22L, 346 x 170)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Examples: Airports with EMAS installed at one or more runways ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ICAO !! Runway !! Alignment || Length !! Width !! Latitude !! Longitude&lt;br /&gt;
|-&lt;br /&gt;
| KLIT || 04L || 46.51 || 300.00 || 168.00 || 34.738480 || -92.217633&lt;br /&gt;
|-&lt;br /&gt;
| KLIT || 22R || 226.52 || 262.60 || 169.70 || 34.721309 || -92.239560&lt;br /&gt;
|-&lt;br /&gt;
| KBUR || 08 || 90.93 || 170.00 || 350.00 || 34.197642 || -118.349388&lt;br /&gt;
|-&lt;br /&gt;
| KSAN || 27 || 253.99 || 315.00 || 218.00 || 32.737274 || -117.204998&lt;br /&gt;
|-&lt;br /&gt;
| KSBP || 11 || 124.77 || 300.00 || 170.00 || 35.231891 || -120.631448&lt;br /&gt;
|-&lt;br /&gt;
| KSBP || 29 || 235.22 || 312.00 || 170.00 || 35.242977 || -120.650911&lt;br /&gt;
|-&lt;br /&gt;
| KTEX || 09 || 104.90 || 291.57 || 121.50 || 37.951106 || -107.895908&lt;br /&gt;
|-&lt;br /&gt;
| KTEX || 27 || 255.08 || 291.57 || 121.50 || 37.956517 || -107.921575&lt;br /&gt;
|-&lt;br /&gt;
| KILG || 19 || 185.08 || 303.00 || 170.00 || 39.668031 || -75.603968&lt;br /&gt;
|-&lt;br /&gt;
| PACV || 27 || 245.76 || 250.00 || 170.00 || 60.497246 || -145.499157&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Source: FAA 15-12-2011, Coordinates (center of device) calculated with estimated displacement on stopway&lt;br /&gt;
&lt;br /&gt;
== Articles from EMAS manufacturers ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.flyoperativtforum.no/Foredrag/fof11/EMASMAX%20Briefing%204%20May%202011V1.pdf EMASMAX Briefing from Zodiac Aerospace], Flight Operations Forum, Oslo, Norway 3-4 May 2011&lt;br /&gt;
&lt;br /&gt;
== FAA Advisory, other sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
[http://www.youtube.com/watch?v=moYLpwdnUyU 727 overrun, EMAS, Short movie on YouTube]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38368</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38368"/>
		<updated>2011-12-24T00:35:25Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Engineered Materials Arresting Systems (EMAS) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS, how it is marked on airport charts in the U.S. ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, RWY 22L, 346 x 170)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Examples: Airports with EMAS installed at one or more runways ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ICAO !! Runway !! Alignment || Length !! Width !! Latitude !! Longitude&lt;br /&gt;
|-&lt;br /&gt;
| KLIT || 04L || 46.51 || 300.00 || 168.00 || 34.738480 || -92.217633&lt;br /&gt;
|-&lt;br /&gt;
| KLIT || 22R || 226.52 || 262.60 || 169.70 || 34.721309 || -92.239560&lt;br /&gt;
|-&lt;br /&gt;
| KBUR || 08 || 90.93 || 170.00 || 350.00 || 34.197642 || -118.349388&lt;br /&gt;
|-&lt;br /&gt;
| KSAN || 27 || 253.99 || 315.00 || 218.00 || 32.737274 || -117.204998&lt;br /&gt;
|-&lt;br /&gt;
| KSBP || 11 || 124.77 || 300.00 || 170.00 || 35.231891 || -120.631448&lt;br /&gt;
|-&lt;br /&gt;
| KSBP || 29 || 235.22 || 312.00 || 170.00 || 35.242977 || -120.650911&lt;br /&gt;
|-&lt;br /&gt;
| KTEX || 09 || 104.90 || 291.57 || 121.50 || 37.951106 || -107.895908&lt;br /&gt;
|-&lt;br /&gt;
| KTEX || 27 || 255.08 || 291.57 || 121.50 || 37.956517 || -107.921575&lt;br /&gt;
|-&lt;br /&gt;
| KILG || 19 || 185.08 || 303.00 || 170.00 || 39.668031 || -75.603968&lt;br /&gt;
|-&lt;br /&gt;
| PACV || 27 || 245.76 || 250.00 || 170.00 || 60.497246 || -145.499157&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Source: FAA 15-12-2011, Coordinates (center of device) calculated with displacement on stopway&lt;br /&gt;
&lt;br /&gt;
== Articles from EMAS manufacturers ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.flyoperativtforum.no/Foredrag/fof11/EMASMAX%20Briefing%204%20May%202011V1.pdf EMASMAX Briefing from Zodiac Aerospace], Flight Operations Forum, Oslo, Norway 3-4 May 2011&lt;br /&gt;
&lt;br /&gt;
== FAA Advisory, other sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
[http://www.youtube.com/watch?v=moYLpwdnUyU 727 overrun, EMAS, Short movie on YouTube]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38196</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38196"/>
		<updated>2011-12-20T10:24:53Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS, how it is marked on airport charts in the U.S. ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, RWY 22L, 346 x 170)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Airports with EMAS installed at one or more runways ==&lt;br /&gt;
United States: KLIT, KBUR, KSAN, KSBP, KTEX, KILG, KFLL, KEYW, KSUA, KPBI, KMDW, KORD, KBTR, KBOS, KHYA, KORH, KMSP, KSTP, KMKC, KMHT, KEWR, KTEB, KBGM, KJFK, KLGA, KPOU, KROC, KCLT, KCLE, KRDG, KAVP, KGMU, KLRD, KROA, KCRW, PACV&lt;br /&gt;
&lt;br /&gt;
International: LEMD, RCSS, ZUJZ&lt;br /&gt;
&lt;br /&gt;
== Articles from EMAS manufacturers ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.flyoperativtforum.no/Foredrag/fof11/EMASMAX%20Briefing%204%20May%202011V1.pdf EMASMAX Briefing from Zodiac Aerospace], Flight Operations Forum, Oslo, Norway 3-4 May 2011&lt;br /&gt;
&lt;br /&gt;
== FAA Advisory, other sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
[http://www.youtube.com/watch?v=moYLpwdnUyU 727 overrun, EMAS, Short movie on YouTube]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38194</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38194"/>
		<updated>2011-12-20T10:22:57Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Engineered Materials Arresting Systems (EMAS) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS on FAA airport charts ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, RWY 22L, 346 x 170)  &lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Airports with EMAS installed at one or more runways ==&lt;br /&gt;
United States: KLIT, KBUR, KSAN, KSBP, KTEX, KILG, KFLL, KEYW, KSUA, KPBI, KMDW, KORD, KBTR, KBOS, KHYA, KORH, KMSP, KSTP, KMKC, KMHT, KEWR, KTEB, KBGM, KJFK, KLGA, KPOU, KROC, KCLT, KCLE, KRDG, KAVP, KGMU, KLRD, KROA, KCRW, PACV&lt;br /&gt;
&lt;br /&gt;
International: LEMD, RCSS, ZUJZ&lt;br /&gt;
&lt;br /&gt;
== Articles from EMAS manufacturers ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.flyoperativtforum.no/Foredrag/fof11/EMASMAX%20Briefing%204%20May%202011V1.pdf EMASMAX Briefing from Zodiac Aerospace], Flight Operations Forum, Oslo, Norway 3-4 May 2011&lt;br /&gt;
&lt;br /&gt;
== FAA Advisory, other sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
[http://www.youtube.com/watch?v=moYLpwdnUyU 727 overrun, EMAS, Short movie on YouTube]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38192</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38192"/>
		<updated>2011-12-19T23:21:36Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS on FAA airport charts ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, RWY 22L, 346 x 170)  &lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Articles from EMAS manufacturers ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.flyoperativtforum.no/Foredrag/fof11/EMASMAX%20Briefing%204%20May%202011V1.pdf EMASMAX Briefing from Zodiac Aerospace], Flight Operations Forum, Oslo, Norway 3-4 May 2011&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
[http://www.youtube.com/watch?v=moYLpwdnUyU 727 overrun, EMAS, Short movie on YouTube]&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38190</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38190"/>
		<updated>2011-12-19T21:23:45Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Articles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS on FAA airport charts ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, RWY 22L, 346 x 170)  &lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Articles from EMAS manufacturers ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
[http://www.flyoperativtforum.no/Foredrag/fof11/EMASMAX%20Briefing%204%20May%202011V1.pdf EMASMAX Briefing from Zodiac Aerospace], Flight Operations Forum, Oslo, Norway 3-4 May 2011&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38189</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38189"/>
		<updated>2011-12-19T21:11:23Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* EMAS on FAA airport charts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS on FAA airport charts ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, RWY 22L, 346 x 170)  &lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Articles ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38188</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38188"/>
		<updated>2011-12-19T21:10:55Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Engineered Materials Arresting Systems (EMAS) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== EMAS on FAA airport charts ==&lt;br /&gt;
Here is an example how EMAS is marked at end of runway on airport charts (EMAS at KMDW, Chicago Midway International, EOR RWY 22L, 346 x 170)  &lt;br /&gt;
[[File:emas_marked_on_chart.png]]&lt;br /&gt;
&lt;br /&gt;
== Articles ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Emas_marked_on_chart.png&amp;diff=38187</id>
		<title>File:Emas marked on chart.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Emas_marked_on_chart.png&amp;diff=38187"/>
		<updated>2011-12-19T21:02:53Z</updated>

		<summary type="html">&lt;p&gt;Gral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38177</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38177"/>
		<updated>2011-12-19T18:23:37Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Engineered Materials Arresting Systems (EMAS) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
[[File:Emas.png]]&lt;br /&gt;
&lt;br /&gt;
== Articles ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=File:Emas.png&amp;diff=38176</id>
		<title>File:Emas.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=File:Emas.png&amp;diff=38176"/>
		<updated>2011-12-19T18:22:13Z</updated>

		<summary type="html">&lt;p&gt;Gral: EMAS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;EMAS&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38163</id>
		<title>Engineered materials arresting systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=Engineered_materials_arresting_systems&amp;diff=38163"/>
		<updated>2011-12-19T16:23:44Z</updated>

		<summary type="html">&lt;p&gt;Gral: Created page with &amp;quot;= Engineered Materials Arresting Systems (EMAS) =  &amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Engineered Materials Arresting Systems (EMAS) =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aircraft can and do overrun the ends of runways, sometimes with devastating results. An overrun occurs when an aircraft passes beyond the end of a runway during an aborted takeoff or while landing. Data on aircraft overruns over a 12-year period (1975 to 1987) indicate that approximately '''90% of all overruns occur at exit speeds of 70 knots or less''' and most come to rest between the extended runway edges within 1000 feet of the runway end.&lt;br /&gt;
&lt;br /&gt;
[...]&lt;br /&gt;
&lt;br /&gt;
An EMAS is designed to stop an overrunning aircraft by exerting predictable deceleration forces on its landing gear as the EMAS material crushes. It must be designed to minimize the potential for structural damage to aircraft, since such damage could result in injuries to passengers and/or affect the predictability of deceleration forces. An EMAS should be design for a 20-year service life.&lt;br /&gt;
&lt;br /&gt;
'''An EMAS is located beyond the end of the runway and centered on the extended runway centerline'''. It will usually begin at some setback distance from the end of the runway to avoid damage due to jet blast and undershoots. This distance will vary depending on the available area and the EMAS materials.&amp;quot;&lt;br /&gt;
(Source: FAA 150-5220-22A Advisory Circular)&lt;br /&gt;
&lt;br /&gt;
== Articles ==&lt;br /&gt;
[http://www.esco.zodiacaerospace.com/news/2009/ESCO-EMAS-Stops-Jet-at-Yeager-Airport-Charleston_West-VA.php ESCO’s EMAS Safely Stops Regional Jet After Aborted Takeoff]&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
http://www.faa.gov/documentLibrary/media/advisory_circular/150-5220-22A/150_5220_22a.pdf&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=37039</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=37039"/>
		<updated>2011-11-11T22:52:26Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Please read this, important! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; http://flightgear.org/forums/viewtopic.php?f=21&amp;amp;t=14175&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, ALUT.framework, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 you need Dev Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Note that apple charges for version 4.0 and later and it is hard to find the links for older versions. However you can still use the required version for flightgear [3.2 or later] for free and you don’t need Dev Tools &amp;gt;= 4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.47.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (2.8.6) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5) +universal ===&lt;br /&gt;
just install plib via MacPorts&lt;br /&gt;
 sudo port install plib +universal&lt;br /&gt;
&lt;br /&gt;
=== Install the ALUT.framework ===&lt;br /&gt;
Note: This framework is provided by James T. This is not official! James posted this download link in the develist and the link to the framework can change. Linking to the OpenAL/alut.h header and compilation of official freealut fails on my OSX 10.5.8 with FlightGear, and there is also no port avaiable at the moment. Big thanks to James for providing this framework (universal).&lt;br /&gt;
Download here '''(temporary location!)''': [http://files.goneabitbursar.com/fg/alut-osx-universal.zip]&amp;lt;br /&amp;gt;&lt;br /&gt;
Unzip and move the ALUT.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remark:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
	<entry>
		<id>https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=37038</id>
		<title>FlightGear Git on Mac OS X</title>
		<link rel="alternate" type="text/html" href="https://wiki.flightgear.org/w/index.php?title=FlightGear_Git_on_Mac_OS_X&amp;diff=37038"/>
		<updated>2011-11-11T22:50:24Z</updated>

		<summary type="html">&lt;p&gt;Gral: /* Download and install OpenSceneGraph trunk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FlightGearGitOn}}&lt;br /&gt;
== Please read this, important! ==&lt;br /&gt;
This page is under heavy developement! It shows how you can probably succeed with installing your own FlightGear Developement Version on OSX 10.5 or 10.6, on a Intel-based Mac. This page is experimental and this building should not be used unless you know what you do with your computer. Keep in mind that installing developer versions of software can crash your computer ;-) &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;'''Please do not start to mail to the FlightGear- or SimGear Devel-Mailinglist with FlightGear OSX installing problems related to this Wiki, ask your questions or report errors in the forum in postings/threads related to this page! --&amp;gt; (new topic will follow soon, build system changed to cmake and old thread is not valid anymore)&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Before you start, move other installs out of system root ==&lt;br /&gt;
The build system for FlightGear changed 2011 to cmake. When you want to follow this wiki and get a new clean install you should remove all former installs of plib, PLIB.Framework, OpenSceneGraph, simgear and flightgear. Depending on location where you installed FlightGear GIT version (NOT MacFlightGear!), you have to remove a lot of stuff i.e. in /usr/include, /usr/lib, /usr/local/lib, /usr/local/include etc. (depends where you installed before, but default is /usr/local/...). It is probably better NOT TO DELETE this stuff, keep the content in a safe place, but out of system root.&lt;br /&gt;
&lt;br /&gt;
== Default installing locations ==&lt;br /&gt;
This guide installs the software with default paths on your system (MacPorts in /opt/local/ - other parts in /usr and /usr/local). There is only one framework (to be placed manually) in /Library/Frameworks. '''Use your own configuration options to get your preferred locations!'''. Do not post linking errors in the forum or the lists when you decide to use your own search paths.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
System Requirements: OSX 10.5.8 (Leopard) or higher, and an Intel Mac.&lt;br /&gt;
Other requirements: Basic knowledge of using Terminal on OSX, Xcode Dev Tools, MacPorts&lt;br /&gt;
 You are going to install:&lt;br /&gt;
 Xcode Dev Tools, MacPorts, boost, cmake, plib, ALUT.framework, OpenSceneGraph, git, SimGear and finally FlightGear&lt;br /&gt;
&lt;br /&gt;
'''This action will take more than 2 hours!'''&lt;br /&gt;
&lt;br /&gt;
== Install ==&lt;br /&gt;
&lt;br /&gt;
=== Install Xcode Developer Tools ===&lt;br /&gt;
Download and install Xcode Dev Tools for OSX&amp;lt;br /&amp;gt;&lt;br /&gt;
for OSX 10.5.8 you need Dev Tools 3.1.4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&amp;lt;br /&amp;gt; &lt;br /&gt;
for OSX 10.6 (x86_64) you can use Dev Tools 3.2.6&amp;lt;br /&amp;gt;&lt;br /&gt;
 [http://developer.apple.com/technologies/xcode.html http://developer.apple.com/technologies/xcode.html]&lt;br /&gt;
Note that apple charges for version 4.0 and later and it is hard to find the links for older versions. However you can still use the required version for flightgear [3.2 or later] for free and you don’t need Dev Tools &amp;gt;= 4 [http://meandmark.com/blog/2009/10/downloading-older-versions-of-xcode How to get older dev tools versions]&lt;br /&gt;
&lt;br /&gt;
=== Install MacPorts ===&lt;br /&gt;
Download and install [http://www.macports.org/install.php MacPorts]&amp;lt;br /&amp;gt;&lt;br /&gt;
Note: With already installed MacPorts it could be a good idea to first decactivate all other ports for this wiki. More information: http://guide.macports.org/#installing.macports.upgrade.&lt;br /&gt;
&lt;br /&gt;
=== Update MacPorts ===&lt;br /&gt;
In terminal type&lt;br /&gt;
 sudo port selfupdate&lt;br /&gt;
&lt;br /&gt;
As of november 2011 you should get MacPorts 2.0.3&lt;br /&gt;
&lt;br /&gt;
Maybe you need also to upgrade your ports a bit, then type&lt;br /&gt;
&lt;br /&gt;
 sudo port upgrade outdated&lt;br /&gt;
&lt;br /&gt;
=== Download and Install GIT ===&lt;br /&gt;
There are different possibilities to install GIT. &lt;br /&gt;
 Option 1: install via MacPorts in Terminal with &amp;quot;sudo port install git-core&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Option 2: Download and install GIT for OSX. Grab the latest version from&lt;br /&gt;
 [http://code.google.com/p/git-osx-installer/ http://code.google.com/p/git-osx-installer/]&lt;br /&gt;
&lt;br /&gt;
=== Install ''boost'' (1.47.0) with MacPorts ===&lt;br /&gt;
 sudo port install boost +universal&lt;br /&gt;
Note: this step can take more than 30 minutes! Boost is made for drinking more tea.&lt;br /&gt;
&lt;br /&gt;
=== Install ''cmake'' (2.8.6) with MacPorts ===&lt;br /&gt;
 sudo port install cmake +universal&lt;br /&gt;
&lt;br /&gt;
=== Install '''plib''' (1.8.5) +universal ===&lt;br /&gt;
just install plib via MacPorts&lt;br /&gt;
 sudo port install plib +universal&lt;br /&gt;
&lt;br /&gt;
=== Install the ALUT.framework ===&lt;br /&gt;
Note: This framework is provided by James T. This is not official! James posted this download link in the develist and the link to the framework can change. Linking to the OpenAL/alut.h header and compilation of official freealut fails on my OSX 10.5.8 with FlightGear, and there is also no port avaiable at the moment. Big thanks to James for providing this framework (universal).&lt;br /&gt;
Download here '''(temporary location!)''': [http://files.goneabitbursar.com/fg/alut-osx-universal.zip]&amp;lt;br /&amp;gt;&lt;br /&gt;
Unzip and move the ALUT.framework folder to /Library/Frameworks&lt;br /&gt;
&lt;br /&gt;
=== Download and install OpenSceneGraph trunk ===&lt;br /&gt;
&lt;br /&gt;
'''Remark 1:''' This is the most complicated part. Be sure you have all deps for OpenSceneGraph installed when you change some cmake settings like cocoa/ioimage (32/64-bit) instead of quicktime/carbon (32-bit only). Maybe you will need ''tiff'', ''jpeg'' and ''libpng'' installed to get some OSG Plug-ins compiled correctly. All this libs are available trough macports i.e. with &amp;quot;sudo port install tiff jpeg libpng&amp;quot; etc. Dont forget to add &amp;quot;+universal&amp;quot; port variant when you want to compile for more than one target (&amp;quot;i386;x86_64&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
'''Remark 2:''' Be careful what frameworks you have installed in /Lybrary/Frameworks. I edited some scenery for flightgear and that was the reason I had some geo frameworks installed. I had to move this frameworks to a safe place during OSG compilation, out of path (i.e. GDAL, GEOS, GSL, PROJ and especially UnixImageIO.framework).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checkout OpenSceneGraph trunk with&lt;br /&gt;
 git clone https://github.com/openscenegraph/osg.git OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
Make a copy of the &amp;quot;OpenSceneGraph&amp;quot; folder you get, maybe you need a fresh clone again when it fails.&lt;br /&gt;
&lt;br /&gt;
 cd OpenSceneGraph&lt;br /&gt;
&lt;br /&gt;
For compiling with imageio/'''cocoa''', target architecture '''i386 AND x86_64''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Cocoa&lt;br /&gt;
&lt;br /&gt;
Alternate for compiling with imageio/'''carbon''', target architecture '''i386/32-bit only''':&lt;br /&gt;
 cmake  -G &amp;quot;Unix Makefiles&amp;quot; -DCMAKE_INSTALL_PREFIX=/usr/local -DCMAKE_BUILD_TYPE=Release \&lt;br /&gt;
 -DCMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.5.sdk -DCMAKE_OSX_ARCHITECTURES=&amp;quot;i386;x86_64&amp;quot; \&lt;br /&gt;
 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.5 -DCMAKE_MINSIZEREL_POSTFIX= -DBUILD_OSG_APPLICATIONS=OFF \&lt;br /&gt;
 -DCMAKE_RELWITHDEBINFO_POSTFIX= -DOSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio \&lt;br /&gt;
 -DOSG_WINDOWING_SYSTEM=Carbon&lt;br /&gt;
&lt;br /&gt;
Finally:&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
 &lt;br /&gt;
 '''Remark:''' Compiling OpenSceneGraph often takes more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Git SimGear/FlightGear/fgdata ===&lt;br /&gt;
Create a directory where you want to place your new FlightGear code.&lt;br /&gt;
 git clone git://gitorious.org/fg/flightgear.git&lt;br /&gt;
 git clone git://gitorious.org/fg/simgear.git&lt;br /&gt;
 git clone git://mapserver.flightgear.org/fgdata/ &lt;br /&gt;
 '''or''' git clone git://gitorious.org/fg/fgdata.git&lt;br /&gt;
The fgdata is about 4 GB! You can clone this repo once and later you use ''git pull''. There is other page [[FlightGear and Git]] about using the FlightGear Gitorious GIT Repos. There is also an alternate GIT repo on mapserver.flightgear.org: http://mapserver.flightgear.org/git/.&lt;br /&gt;
&lt;br /&gt;
=== Install SimGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the simgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Install FlightGear (!new since nov 2011: cmake build) ===&lt;br /&gt;
cd to the flightgear directory and type&lt;br /&gt;
  export CFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  export CXXFLAGS=&amp;quot;-g -O2 -fPIC -arch i386 -arch x86_64&amp;quot;&lt;br /&gt;
  cmake . -DJPEG_FACTORY=1 -DCMAKE_INSTALL_PREFIX=/usr/local -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF&lt;br /&gt;
  make&lt;br /&gt;
  sudo make install&lt;br /&gt;
&lt;br /&gt;
As of november 2011 fgadmin and fgpanel won’t compile here on OSX. Set -DENABLE_FGADMIN=OFF -DWITH_FGPANEL=OFF  to ON when you want to give it a try ...&lt;br /&gt;
&lt;br /&gt;
=== Finish and Testrun ===&lt;br /&gt;
&lt;br /&gt;
You can use ''fgfs --fg-root=/path/to/fgdata'' and ''--fg-scenery=/path/to/scenery''&lt;br /&gt;
 fgfs --option1 --option2 ...&lt;br /&gt;
 type in terminal &amp;quot;fgfs --help -v&amp;quot; to get all current command line options&lt;/div&gt;</summary>
		<author><name>Gral</name></author>
	</entry>
</feed>