Re: [osg-users] Reading from a texture in a compute shader
Hi, Robert Thank you! I will give it a try. Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53521#53521 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reading from a texture in a compute shader
Hi again, Robert That did the trick! I moved applyModeList and applyAttributeList down right before if(_shaderCompositionEnabled). I don't know if it produces any side effects. I tried running my application on top of the change and didn't notice anything. It uses osgEarth and Wang Rui's EffectCompositor and renders in HDR and also has a few 3D models loaded, so I would say that a fair deal of the code has been exercised. If you don't have any objections I will make a submission. Thank you again. Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53525#53525 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
If you don't see the blue screeen of OSG then it's exiting abnormally. First: What version of OSG are you compiling? 3.1... trunk? Second: What device are you using? Third: What options did you use in Cmake? Fourth: GLES1 or 2? 2013/4/10 Jan Ciger jan.ci...@gmail.com Hello, On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). Have a look at the part of the OSG documentation about the Neon instruction support. If you are running the code on a device with a Tegra 2 chipset (maybe some others), then it will cause this type of crash because that instruction set isn't supported on Tegra 2. Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). It is interactive, in the menu you have load model, then you type the path to the model file into a popup window (.ive) there, e.g. /mnt/sdcard/cube.ive. If everything goes well, the model will load and display. Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? For the demos you should likely put the models somewhere on the sdcard because you will have to enter that path in the file loading dialog. What is the assets folder for? That folder contains additional files (assets), such as models, sounds, icons, etc. that get packaged into the application APK and installed with it when you install the application. Then you can access them from the Java code using handles. Don't put your models there, it isn't possible to directly load files from C++ code using that folder. Well, strictly speaking it is possible, but it requires some major hacking to discover the Linux filesystem path of the folder before you can access files there. Have a look at the Android SDK documentation, it explains what are these various folders for and how an Android application works. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] build osgmotionblur
HI Alfonso, The osgmitionblur example is written to demonstrate use of the OpenGL accumulation buffer. If you driver doesn't support the accumulator buffer then it won't work. However, I would expect it to compile. What platform and OpenGL version are you working with? Robert. On 10 April 2013 23:23, Alfonso Callejo alcall...@gmail.com wrote: Hi, I've been using OSG successfully for a while now. Unlike all other examples I've tried, example osgmotionblur uses OpenGL functions and I'm not able to build it. Should I install and include OpenGL library too? Also, I could replace glClearColor and glClear with OSG's counterparts, but I don't know how to replace glAccum. Thanks for the help. Cheers, Alfonso ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reading from a texture in a compute shader
Hi Michael, On 11 April 2013 08:00, Michael Bach Jensen mich...@ifad.dk wrote: That did the trick! I moved applyModeList and applyAttributeList down right before if(_shaderCompositionEnabled). I don't know if it produces any side effects. I tried running my application on top of the change and didn't notice anything. It uses osgEarth and Wang Rui's EffectCompositor and renders in HDR and also has a few 3D models loaded, so I would say that a fair deal of the code has been exercised. If you don't have any objections I will make a submission. Thank you again. Good to hear the change fixed the problem. I can't think of any problems off hand but we'll need to roll the changes out for the wider community to test to see if there might be some odd corner case, but right now I think we should be safe. So post the change to osg-submission. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Jan, Jorge, first of all, thanks for the support in timely fashion ! Jan, also, thanks for the details in your email, you really talk as to a child - yes I am doing these baby steps in Android development now so it is highly appreciated. Let me answer Jorge first: - I am working with the trunk (as always) - HTC Wildfire S - The options from here http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 - I have tried both, same behavior Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges jori...@gmail.comwrote: If you don't see the blue screeen of OSG then it's exiting abnormally. First: What version of OSG are you compiling? 3.1... trunk? Second: What device are you using? Third: What options did you use in Cmake? Fourth: GLES1 or 2? 2013/4/10 Jan Ciger jan.ci...@gmail.com Hello, On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). Have a look at the part of the OSG documentation about the Neon instruction support. If you are running the code on a device with a Tegra 2 chipset (maybe some others), then it will cause this type of crash because that instruction set isn't supported on Tegra 2. Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). It is interactive, in the menu you have load model, then you type the path to the model file into a popup window (.ive) there, e.g. /mnt/sdcard/cube.ive. If everything goes well, the model will load and display. Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? For the demos you should likely put the models somewhere on the sdcard because you will have to enter that path in the file loading dialog. What is the assets folder for? That folder contains additional files (assets), such as models, sounds, icons, etc. that get packaged into the application APK and installed with it when you install the application. Then you can access them from the Java code using handles. Don't put your models there, it isn't possible to directly load files from C++ code using that folder. Well, strictly speaking it is possible, but it requires some major hacking to discover the Linux filesystem path of the folder before you can access files there. Have a look at the Android SDK documentation, it explains what are these various folders for and how an Android application works. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
HI all, just for the sake of documenting for future readers. I had a look at Ogre3D some config files (which builds and runs ok btw) and I found this CMake option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I have built the ogre3d sample with the armeabi-v6 with VFP and it runs well in the emulator and the device Also, by googling about disabling neon I found it was discussed by Jorge and other folks here http://forum.openscenegraph.org/viewtopic.php?t=8959start=15 You can clarify Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, Jorge, first of all, thanks for the support in timely fashion ! Jan, also, thanks for the details in your email, you really talk as to a child - yes I am doing these baby steps in Android development now so it is highly appreciated. Let me answer Jorge first: - I am working with the trunk (as always) - HTC Wildfire S - The options from here http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 - I have tried both, same behavior Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: If you don't see the blue screeen of OSG then it's exiting abnormally. First: What version of OSG are you compiling? 3.1... trunk? Second: What device are you using? Third: What options did you use in Cmake? Fourth: GLES1 or 2? 2013/4/10 Jan Ciger jan.ci...@gmail.com Hello, On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). Have a look at the part of the OSG documentation about the Neon instruction support. If you are running the code on a device with a Tegra 2 chipset (maybe some others), then it will cause this type of crash because that instruction set isn't supported on Tegra 2. Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). It is interactive, in the menu you have load model, then you type the path to the model file into a popup window (.ive) there, e.g. /mnt/sdcard/cube.ive. If everything goes well, the model will load and display. Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? For the demos you should likely put the models somewhere on the sdcard because you will have to enter that path in the file loading dialog. What is the assets folder for? That folder contains additional files (assets), such as models, sounds, icons, etc. that get packaged into the application APK and installed with it when you install the application. Then you can access them from the Java code using handles. Don't put your models there, it isn't possible to directly load files from C++ code using that folder. Well, strictly speaking it is possible, but it requires some major hacking to discover the Linux filesystem path of the folder before you can access files there. Have a look at the Android SDK documentation, it explains what are these various folders for and how an Android application works. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list
Re: [osg-users] osgAndroidExample
HI me again, this is for Jan. I have built everything with armeabi-v7a and I am seeing another armeabi-v7a with NEON which lead me to think that my build is actually without neon. Is this correct? Nick On Thu, Apr 11, 2013 at 10:54 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: HI all, just for the sake of documenting for future readers. I had a look at Ogre3D some config files (which builds and runs ok btw) and I found this CMake option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I have built the ogre3d sample with the armeabi-v6 with VFP and it runs well in the emulator and the device Also, by googling about disabling neon I found it was discussed by Jorge and other folks here http://forum.openscenegraph.org/viewtopic.php?t=8959start=15 You can clarify Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, Jorge, first of all, thanks for the support in timely fashion ! Jan, also, thanks for the details in your email, you really talk as to a child - yes I am doing these baby steps in Android development now so it is highly appreciated. Let me answer Jorge first: - I am working with the trunk (as always) - HTC Wildfire S - The options from here http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 - I have tried both, same behavior Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges jori...@gmail.com wrote: If you don't see the blue screeen of OSG then it's exiting abnormally. First: What version of OSG are you compiling? 3.1... trunk? Second: What device are you using? Third: What options did you use in Cmake? Fourth: GLES1 or 2? 2013/4/10 Jan Ciger jan.ci...@gmail.com Hello, On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). Have a look at the part of the OSG documentation about the Neon instruction support. If you are running the code on a device with a Tegra 2 chipset (maybe some others), then it will cause this type of crash because that instruction set isn't supported on Tegra 2. Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). It is interactive, in the menu you have load model, then you type the path to the model file into a popup window (.ive) there, e.g. /mnt/sdcard/cube.ive. If everything goes well, the model will load and display. Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? For the demos you should likely put the models somewhere on the sdcard because you will have to enter that path in the file loading dialog. What is the assets folder for? That folder contains additional files (assets), such as models, sounds, icons, etc. that get packaged into the application APK and installed with it when you install the application. Then you can access them from the Java code using handles. Don't put your models there, it isn't possible to directly load files from C++ code using that folder. Well, strictly speaking it is possible, but it requires some major hacking to discover the Linux filesystem path of the folder before you can access files there. Have a look at the Android SDK documentation, it explains what are these various folders for and how an Android application works. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you
Re: [osg-users] osgAndroidExample
Hello, On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, Jorge, ... Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 (the doc you are using already) in -DANDROID_ABI select only armeabi (remove the other ABI) Make sure to disable the optimizations: -DANDROID_OPTIM_NEON -DANDROID_OPTIM_ARM32 These things are an optional part of the ARM spec and not every chip manufacturer decides to include them in their CPUs. If you try to run code using these instructions on a CPU that doesn't support it, Linux kernel will kill your process with an invalid instruction signal - typically either SIGBUS or SIGILL = app crashes without any messages. You should check the log viewer in Eclipse (don't forget to disable any filters!) and look for a crash there. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Well, I don't want to sound too harsh, but if *you* don't have time to actually read the documentation and go through the tutorials, why do you think people on the list should have time to support you? Especially as the question above is really a FAQ issue that was addressed on the list in the past. Also basic things like actually checking why it crashed in the log and finding the stack trace are well documented in the Android SDK/NDK documentation. We have our own jobs to do as well, you know. Best regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Jan, Well, I don't want to sound too harsh, but if *you* don't have time to actually read the documentation and go through the tutorials, why do you think people on the list should have time to support you? Especially as the question above is really a FAQ issue that was addressed on the list in the past. Also basic things like actually checking why it crashed in the log and finding the stack trace are well documented in the Android SDK/NDK documentation. We have our own jobs to do as well, you know. Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. So far you get me by only two emails insights into area which is new to me and I am thankful. And I am willing to share it with all the new comers since there are some undocumented stuff or it is not clear where the specs and docs are located and this knowledge is spread among the highlanders from the community who have spent the time ( which I don't have at the moment and that was the reason for me to address the community ) and money and again, it has some commercal value as well. I think as a freelance contractor I have the understanding for all you wanned to address. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Cheers, Nick On Thu, Apr 11, 2013 at 11:38 AM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, Jorge, ... Jan, here are more questions: ...Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. how? Do you have the link from the documentation handy? I tried to google it for some short time and no luck. http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 (the doc you are using already) in -DANDROID_ABI select only armeabi (remove the other ABI) Make sure to disable the optimizations: -DANDROID_OPTIM_NEON -DANDROID_OPTIM_ARM32 These things are an optional part of the ARM spec and not every chip manufacturer decides to include them in their CPUs. If you try to run code using these instructions on a CPU that doesn't support it, Linux kernel will kill your process with an invalid instruction signal - typically either SIGBUS or SIGILL = app crashes without any messages. You should check the log viewer in Eclipse (don't forget to disable any filters!) and look for a crash there. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. I know. This is really good advice but no time frame for it since my focus in osg on android, I do not care about the other ( I should not actually, at least at the moment based on the spec ). So I really rely on available documentation and support from the community which is great btw, having people like you :). Well, I don't want to sound too harsh, but if *you* don't have time to actually read the documentation and go through the tutorials, why do you think people on the list should have time to support you? Especially as the question above is really a FAQ issue that was addressed on the list in the past. Also basic things like actually checking why it crashed in the log and finding the stack trace are well documented in the Android SDK/NDK documentation. We have our own jobs to do as well, you know. Best regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] particles
Hi, does anyone know whay the particlesystem.org is dead? has it moved? Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53539#53539 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Confused by rendering loop
Hi, I'm using some profiling tools to try to understand how to optimize an OSG application built on osgviewer. In fact, for the purpose of this question, I am just running osgview cow.osg. When I look at the rendering calls, I can see that glDrawArrays get's called around 4000 times at application startup, but this quickly drops down to 0 calls after about 1 second. I can see that there are ~1500 vertices reported, but this number also drops off to zero after 1 second. However, I can see that the GPU cores are kept busy constantly, and I achieve a frame rate of 120fps after an initial ramp of about 1s also (corresponds to the drop off in dlDraw calls). What confuses me most is that I would expect the nmuber of glDrawArray calls to remain relatively constant throughout the application lifetime, as the cow data model is not changing. Am I missing something? Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53542#53542 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer render loop profiling
Hi, I think I see why. It seems that osgviewer is using display lists for drawing. Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53543#53543 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Confused by rendering loop
Hi Paul, By default the OSG usages display lists that have to be compiled once at start up and then are reused there after so that subsequent glDrawArray calls are avoided. Robert. On 11 April 2013 13:15, Paul Heraty heratyp...@eircom.net wrote: Hi, I'm using some profiling tools to try to understand how to optimize an OSG application built on osgviewer. In fact, for the purpose of this question, I am just running osgview cow.osg. When I look at the rendering calls, I can see that glDrawArrays get's called around 4000 times at application startup, but this quickly drops down to 0 calls after about 1 second. I can see that there are ~1500 vertices reported, but this number also drops off to zero after 1 second. However, I can see that the GPU cores are kept busy constantly, and I achieve a frame rate of 120fps after an initial ramp of about 1s also (corresponds to the drop off in dlDraw calls). What confuses me most is that I would expect the nmuber of glDrawArray calls to remain relatively constant throughout the application lifetime, as the cow data model is not changing. Am I missing something? Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53542#53542 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewer render loop profiling
Thanks Robert - that explains what I'm seeing, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53545#53545 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
I don't understand your last message... the compiled osg will be under [cmake_install_prefix]/lib/ABI 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
It is compiled. There are no issues with the build. The compiled osg is under [cmake_install_prefix]/obj/local/armeabi Available Android targets: -- id: 1 or android-17 Name: Android 4.2.2 Type: Platform API level: 17 Revision: 2 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA, WXGA800-7in, WXGA800, WVGA854, WSVGA ABIs : armeabi-v7a -- id: 2 or Google Inc.:Google APIs:17 Name: Google APIs Type: Add-On Vendor: Google Inc. Revision: 2 Description: Android + Google APIs Based on Android 4.2.2 (API level 17) Libraries: * com.google.android.media.effects (effects.jar) Collection of video effects * com.android.future.usb.accessory (usb.jar) API for USB Accessories * com.google.android.maps (maps.jar) API for Google Maps Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432, QVGA, WVGA800 (default), WXGA800 ABIs : armeabi-v7a So it is build with this abi. However, the targets supported by the sdk are these: On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: I don't understand your last message... the compiled osg will be under [cmake_install_prefix]/lib/ABI 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
BTW el HTC wildfire seems that has a Qualcomm Armeabi V11 processor of the low end so i would not use armeabi-v7 and go for armeabi ABI. Btw i had one a device with similar specs and i can only say that you are going to suffer a little bit, so... my condolences. Ah... try to check the Logcat, maybe we can help more with the verbose exit 2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com I don't understand your last message... the compiled osg will be under [cmake_install_prefix]/lib/ABI 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
¿Orly? I think we are lossing the topic... One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a, x86,mirps... Other thing are the targets... FROM the SDK that are Virtual machines that you have created... That info seems to be info from the targets of your SDK nothing more... heck i don't know how you have printed them xD 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com It is compiled. There are no issues with the build. The compiled osg is under [cmake_install_prefix]/obj/local/armeabi Available Android targets: -- id: 1 or android-17 Name: Android 4.2.2 Type: Platform API level: 17 Revision: 2 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA, WXGA800-7in, WXGA800, WVGA854, WSVGA ABIs : armeabi-v7a -- id: 2 or Google Inc.:Google APIs:17 Name: Google APIs Type: Add-On Vendor: Google Inc. Revision: 2 Description: Android + Google APIs Based on Android 4.2.2 (API level 17) Libraries: * com.google.android.media.effects (effects.jar) Collection of video effects * com.android.future.usb.accessory (usb.jar) API for USB Accessories * com.google.android.maps (maps.jar) API for Google Maps Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432, QVGA, WVGA800 (default), WXGA800 ABIs : armeabi-v7a So it is build with this abi. However, the targets supported by the sdk are these: On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: I don't understand your last message... the compiled osg will be under [cmake_install_prefix]/lib/ABI 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
BTW every NDK has every ABI 2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com ¿Orly? I think we are lossing the topic... One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a, x86,mirps... Other thing are the targets... FROM the SDK that are Virtual machines that you have created... That info seems to be info from the targets of your SDK nothing more... heck i don't know how you have printed them xD 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com It is compiled. There are no issues with the build. The compiled osg is under [cmake_install_prefix]/obj/local/armeabi Available Android targets: -- id: 1 or android-17 Name: Android 4.2.2 Type: Platform API level: 17 Revision: 2 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA, WXGA800-7in, WXGA800, WVGA854, WSVGA ABIs : armeabi-v7a -- id: 2 or Google Inc.:Google APIs:17 Name: Google APIs Type: Add-On Vendor: Google Inc. Revision: 2 Description: Android + Google APIs Based on Android 4.2.2 (API level 17) Libraries: * com.google.android.media.effects (effects.jar) Collection of video effects * com.android.future.usb.accessory (usb.jar) API for USB Accessories * com.google.android.maps (maps.jar) API for Google Maps Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432, QVGA, WVGA800 (default), WXGA800 ABIs : armeabi-v7a So it is build with this abi. However, the targets supported by the sdk are these: On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: I don't understand your last message... the compiled osg will be under [cmake_install_prefix]/lib/ABI 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. ehm ... long way to go I guess :/ Nick On Thu, Apr 11, 2013 at 3:36 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: BTW every NDK has every ABI 2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com ¿Orly? I think we are lossing the topic... One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a, x86,mirps... Other thing are the targets... FROM the SDK that are Virtual machines that you have created... That info seems to be info from the targets of your SDK nothing more... heck i don't know how you have printed them xD 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com It is compiled. There are no issues with the build. The compiled osg is under [cmake_install_prefix]/obj/local/armeabi Available Android targets: -- id: 1 or android-17 Name: Android 4.2.2 Type: Platform API level: 17 Revision: 2 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA, WXGA800-7in, WXGA800, WVGA854, WSVGA ABIs : armeabi-v7a -- id: 2 or Google Inc.:Google APIs:17 Name: Google APIs Type: Add-On Vendor: Google Inc. Revision: 2 Description: Android + Google APIs Based on Android 4.2.2 (API level 17) Libraries: * com.google.android.media.effects (effects.jar) Collection of video effects * com.android.future.usb.accessory (usb.jar) API for USB Accessories * com.google.android.maps (maps.jar) API for Google Maps Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432, QVGA, WVGA800 (default), WXGA800 ABIs : armeabi-v7a So it is build with this abi. However, the targets supported by the sdk are these: On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: I don't understand your last message... the compiled osg will be under [cmake_install_prefix]/lib/ABI 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? Nick On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote: Hello, On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Good question. That is the purpose of the community I guess. While back when while I was more active with this list I used to support people just because. Also, I work as freelance so I know that all the knowledge gained here or there is valuable and is worth of money. It is based on the supportive attitude I believe people from this list have. I have no problem helping people out neither - others have helped me too when I had some issues with OSG in the past. That isn't the issue. However, I think it is at least courteous to first actually do the homework first, be it reading the available documentation, searching list archives, etc.). The main reason is that then you can ask the right questions - saving time for everyone, because the person trying to help you doesn't need to guide you through the basics first (and have to do it all over again in a week or two when someone else asks the same question). It is a simple matter of respecting the time of others. Saying, paraphrasing, I don't have time to read the docs, just help me out is not very respectful in that regard. Thanks again for the time you spent and the know how you shared with me - actually you helped me a lot. And I promise I will read the specs ;-) Welcome :) Keep us posted how the debugging goes. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick
Re: [osg-users] osgAndroidExample
On Thu, Apr 11, 2013 at 2:00 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: HI, I have built all from scratch with the suggested armeabi only, and the same results. Interesting what I am seeing is when I do $ANDROID_SDK/tools/android list targets I see only two targets and both for armeabi-v7a . can this be an issue? That means that you haven't installed more libraries for different targets in the SDK. But that shouldn't be a problem normally. OSG is compiled using the NDK, not the SDK tools (they compile Java code), so that command's output is not really relevant. However, check your log - that will tell you why did it crash. The reason could pretty well be something else than Neon support - only the Nvidia Tegra 2 lacks it from the common chipsets on the market. Regards Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Trajce, On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. OSG runs with no problem with the armeabi-v7a too. The idea of compiling for the older armeabi is to avoid any potential problems with the optional Neon instruction support that your hardware may not have (armeabi doesn't contain those instructions).and any other compatibility issues your CPU may have, as not all ARMs are the same. The old v. 5 armeabi is compatible with practically everything on the market, the newer v. 7 ABI works with most, but then you have to be careful about compilation switches (Neon/no Neon, optimalization, etc.) because not every chip support every optional feature in that ABI. So if you aren't sure, stick with the old armeabi. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Converting .ive model to .osg - including textures
Greetings! Pardon me, but can you also convert .dds using the Gimp? ... D Glenn David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53554#53554 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Jan, I am setting up properly now everything from scratch, reading all over web ... I want to be sure and to learn how to setup the dev env first. Eclipse is something new to me (Visual Studio and vi guy till now :) ..), as well android as you already know. How to set up the build to use v5? I assume the NDK have all the platforms (as Jorge mentioned somewhere in the conversation). Any hints on this? Thanks again a bunch Nick On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote: Hi Trajce, On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. OSG runs with no problem with the armeabi-v7a too. The idea of compiling for the older armeabi is to avoid any potential problems with the optional Neon instruction support that your hardware may not have (armeabi doesn't contain those instructions).and any other compatibility issues your CPU may have, as not all ARMs are the same. The old v. 5 armeabi is compatible with practically everything on the market, the newer v. 7 ABI works with most, but then you have to be careful about compilation switches (Neon/no Neon, optimalization, etc.) because not every chip support every optional feature in that ABI. So if you aren't sure, stick with the old armeabi. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? Nick On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, I am setting up properly now everything from scratch, reading all over web ... I want to be sure and to learn how to setup the dev env first. Eclipse is something new to me (Visual Studio and vi guy till now :) ..), as well android as you already know. How to set up the build to use v5? I assume the NDK have all the platforms (as Jorge mentioned somewhere in the conversation). Any hints on this? Thanks again a bunch Nick On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote: Hi Trajce, On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. OSG runs with no problem with the armeabi-v7a too. The idea of compiling for the older armeabi is to avoid any potential problems with the optional Neon instruction support that your hardware may not have (armeabi doesn't contain those instructions).and any other compatibility issues your CPU may have, as not all ARMs are the same. The old v. 5 armeabi is compatible with practically everything on the market, the newer v. 7 ABI works with most, but then you have to be careful about compilation switches (Neon/no Neon, optimalization, etc.) because not every chip support every optional feature in that ABI. So if you aren't sure, stick with the old armeabi. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
It varies from the NDK that things are build and Eclipse version (? I am sure something behind it). With the latest NDK r8e when I build the sample it says: Fatal error: invalid -march= option: `armv5te' any clue? Nick On Thu, Apr 11, 2013 at 6:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? Nick On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jan, I am setting up properly now everything from scratch, reading all over web ... I want to be sure and to learn how to setup the dev env first. Eclipse is something new to me (Visual Studio and vi guy till now :) ..), as well android as you already know. How to set up the build to use v5? I assume the NDK have all the platforms (as Jorge mentioned somewhere in the conversation). Any hints on this? Thanks again a bunch Nick On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote: Hi Trajce, On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, good to know. thanks for clearing some of my confusions. But, I have tried to run it on few Samsung Galaxy models and the same behavior .. Starts for a while, I can even press the Light On/OFF button but no blusih osg screen :/ I got this development machine somewhat setup so I am doing now all the setup based on specs, docs (as Jan suggested :) ...) just to make sure all is proper installed and I understand each of the steps correctly. Interesting is that an Ogre3D application is running with armeabi-v7a. and that was my first build based on your page .. OSG runs with no problem with the armeabi-v7a too. The idea of compiling for the older armeabi is to avoid any potential problems with the optional Neon instruction support that your hardware may not have (armeabi doesn't contain those instructions).and any other compatibility issues your CPU may have, as not all ARMs are the same. The old v. 5 armeabi is compatible with practically everything on the market, the newer v. 7 ABI works with most, but then you have to be careful about compilation switches (Neon/no Neon, optimalization, etc.) because not every chip support every optional feature in that ABI. So if you aren't sure, stick with the old armeabi. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
On 04/11/2013 06:11 PM, Trajce Nikolov NICK wrote: Hi Jan, I am setting up properly now everything from scratch, reading all over web ... I want to be sure and to learn how to setup the dev env first. Eclipse is something new to me (Visual Studio and vi guy till now :) ..), as well android as you already know. How to set up the build to use v5? I assume the NDK have all the platforms (as Jorge mentioned somewhere in the conversation). Any hints on this? It is just a switch for gcc telling it which ABI to use. That is what you set when defining the -DANDROID_ABI variable - only keep the 'armeabi' value there. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does computeIntersections() work?
Any Ideas? Hello, I sucessfully used view-computeIntersections(..) to select a Drawable in a osg scene. But how does it work? Can someone give me some hints or links how this is done? Cheers, hornuda ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
I haven't tested ndk r8e but people are ranting about several bugs in the makefiles so use the r8d. It's difficult to say anything else without looking it by myself 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgEarth 2.4 is now available!
Friends, I am happy to announce that osgEarth 2.4 has arrived! osgEarth is a terrain engine SDK built on top of OpenSceneGraph. You can read the 2.4 Release Notes here: http://goo.gl/JVpQN Along with this release, we are making a couple of administrative changes as well. First, we are retiring the old trac-based wiki and moving to a new GitHub landing page (http://osgearth.org). We'll dress it up with some pretty pictures later. More importantly, we have a new Documentation Site hosted on ReadTheDocs ( http://docs.osgearth.org). The docs are in the osgEarth GitHub repository itself - which means that not only are they versioned, but that our loyal community of users can help us keep them up to date. As always - thank you for your support! Glenn Waldron / Pelican Mapping / @glennwaldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034): createContext com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render notification tid=10 01-01 12:29:25.519: W/GLThread(2034): egl createSurface 01-01 12:29:25.519: W/EglHelper(2034): createSurface() tid=10 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332) 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to /data/anr/traces.txt (-1 of 2978): Math result not representable Hope this help to figure out something Nick On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
also, when I build nativeLib, and donot remove -Werror it failed to build .. Nick On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034): createContext com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render notification tid=10 01-01 12:29:25.519: W/GLThread(2034): egl createSurface 01-01 12:29:25.519: W/EglHelper(2034): createSurface() tid=10 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332) 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to /data/anr/traces.txt (-1 of 2978): Math result not representable Hope this help to figure out something Nick On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Hi Jan, after some reading from web I managed to set the build (and understand some of the background and terminology) to use armeabi version 5 for all the builds. So the build should be ok, just to see why is still crashing. Progress for this day :-). And thanks to you and Jorge. Cheers, Nick On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: also, when I build nativeLib, and donot remove -Werror it failed to build .. Nick On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034): createContext com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render notification tid=10 01-01 12:29:25.519: W/GLThread(2034): egl createSurface 01-01 12:29:25.519: W/EglHelper(2034): createSurface() tid=10 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332) 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to /data/anr/traces.txt (-1 of 2978): Math result not representable Hope this help to figure out something Nick On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan __**_ osg-users mailing list osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] reading dem/image files...
All, I'm attempting to load a height field by using osg::HeightField *grid = osgDB::readHeightFieldFile(...) where the file is a gdal supported dem/image file format. When I attempt to read the file, I'm getting the error Warning: could not find plugin to read objects from file... Is this because readHeightFieldFile() doesn't support the formats gdal supports or is there something wrong with my environment so that my plugins aren't loading correctly? My environment is window 7 and OSG 3.0.1... Thanks, -Shayne ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
Let's see first Eclipse it says: Failed to resolve android-8 It's because you have to open the ADT and then download the SDK files for platform Android-8 Short explanation... in Android you have two platform versions, Native and Dalvik layer, they don't have to be the same number because it doesn't matter and until recently the numbers where not correlated. The NDK already has every platform up to date... the SDK no... why? because they are heavy. So if you have installed the SDK and the Eclipse plugin then there's an option to open the ADT repository and download the platform you are gonna use... in this case Android-8 Now second... You can use add2line (search in google) or other utilities to look for the code that is executed when the error : 01-01 11:49:13.917: I/DEBUG(1263): #00 pc 8254e1ce /data/data/osg.AndroidExample/lib/libosgNativeLib.so 01-01 11:49:13.917: I/DEBUG(1263): #01 lr 8254e285 /data/data/osg.AndroidExample/lib/libosgNativeLib.so If it is what i think then those lines will correspond to a setName/getName from the Uniforms. Please confirm it (you need to look it with your binary). 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com Hi Jan, after some reading from web I managed to set the build (and understand some of the background and terminology) to use armeabi version 5 for all the builds. So the build should be ok, just to see why is still crashing. Progress for this day :-). And thanks to you and Jorge. Cheers, Nick On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: also, when I build nativeLib, and donot remove -Werror it failed to build .. Nick On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, this is with clean build with d ndk and Juno Eclipse for android-7 (that is the default in the example) 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost tid=10 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired tid=10 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libEGL_POWERVR_SGX540_120.so 01-01 12:29:25.421: D/libEGL(2034): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so 01-01 12:29:25.425: D/libEGL(2034): loaded /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context 01-01 12:29:25.519: W/EglHelper(2034): createContext com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render notification tid=10 01-01 12:29:25.519: W/GLThread(2034): egl createSurface 01-01 12:29:25.519: W/EglHelper(2034): createSurface() tid=10 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion = 131072 mMultipleGLESContextsAllowed = true 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332) 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to /data/anr/traces.txt (-1 of 2978): Math result not representable Hope this help to figure out something Nick On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, ok, I will stick with d then Nick On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, attached is the log. Also when I run Eclipse it says: Failed to resolve android-8 Jorge, Thanks ! Nick On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi Jorge, Jan, I can not build it now with the ndk I downloaded - my dev machine is setup based on the wiki page by Jorge with the latest ndk. It says: Fatal error: invalid -march= option: `armv5te' Any clue? osg built just ok On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com wrote: Trajce, please dump the logcat because i think i know what's happening. 2013/4/11 Jan Ciger jan.ci...@gmail.com On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote: Just a question. Can the 3rd party libs be compiled with some switches? Are you using the one pre-built available on wiki? I am using those on the Wiki. However, do check the Logcat for any errors - if the app crashes or is killed, the stacktrace in the log will tell you why that happened. Unless you retrieve the stack trace from there we are just shooting in the dark. The problem could be something entirely different from the ABI/Neon issues even though this is a most common cause why the examples crash. Regards, Jan
Re: [osg-users] reading dem/image files...
osgEarth is sort of an overkill for my little app that just displays raw DTED (*.dt1) geocells for inspection. I did find an earlier thread that addresses my question. The plugin is found if you append .gdal onto the file name (i.e. w112_n42.dt1.gdal). The plugin is now found and the file is read but the displayed data is garbled and all wrong. For a sanity check, I did the following... osgviewer --dem w112_n42.dt1.gdal and I get the same results of garbled data. Any ideas? Shayne -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53573#53573 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] OSGExp 1.1.0 released
Hello fellow 3ds Max users, OSGExp 1.1.0 has just been released. You can download the installer or source code from the downloads page (http://goo.gl/Q7KKD). This version supports the latest 3ds Max 2014 release. Please note, Autodesk has discontinued 3ds Max for 32-bit platforms starting with 2014. This means the 32-bit installer will only work with 3ds Max 2013 and below. To see the full list of changes, visit http://goo.gl/1Sdw3 The documentation for the exporter is available at http://goo.gl/le7NC As always, if you experience any issues or need help, please post your questions to this mailing list. Cheers, Farshid ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How does computeIntersections() work?
Hi. By the time you waited you could have already looked at the sources and asked for the moments you didn't understand. 2013/4/12 hornuda horn...@googlemail.com Any Ideas? Hello, I sucessfully used view-computeIntersections(..) to select a Drawable in a osg scene. But how does it work? Can someone give me some hints or links how this is done? Cheers, hornuda ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] NodeCallback for osg::Group
Hi all, I try to set a NodeCallback for a osg::Group. But I do not run into it. For Geodes it does work. Do I anything wrong? Or does it really not work for Groups? Thank you! Cheers, Sabine -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53578#53578 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org