[osg-users] OSG on Android with NDK 12 and clang++

2016-06-14 Thread Thorsten Bux
Hello,

as Android NDK dropped the support of the GNU++ compiler with version 11/12 in 
favour of clang++ I looked into building OSG for Android with NDK 12. But the 
build script states that it only supports NDK till version 10c.

Will there be support of NDK version 12 any time soon? Or does it matter at all?

Also do you know a good tutorial on how to build OSG using clang++ and the 
"-stdlib=libc++”?

Thanks
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[osg-users] OSG for android cube texture problem

2013-08-07 Thread Forgy Peng
Hello everyone:I got a cube texture problem in my program base on ES2.0. The 
texture is black, does anyone know what is the problem.Here is my shader code:
*Vertex shader *
varying vec3 Normal;
varying vec3 EyeDir;
uniform samplerCube cubeMap;

void main()
{
gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
Normal = gl_NormalMatrix * gl_Normal;
EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
}
*Fragment shader *
varying vec3 Normal;
varying vec3 EyeDir;

uniform samplerCube cubeMap;

 void main(void)
 {
vec3 reflectedDirection = normalize(reflect(EyeDir, normalize(Normal)));
reflectedDirection.y = -reflectedDirection.y;
vec4 fragColor = textureCube(cubeMap, reflectedDirection);
gl_FragColor = fragColor;
}
Here is my osg code:

void CSkyBox::setSkyBoxRadius(osg::Vec3 centre, double r)
{
m_centre=centre;
m_r=r;
}

osg::TextureCubeMap* CSkyBox::readCubeMap(osg::Image* imagePosX, osg::Image* 
imageNegX,
osg::Image* imagePosY, osg::Image* imageNegY,
osg::Image* imagePosZ, osg::Image* imageNegZ)
{
osg::TextureCubeMap* cubemap = NULL;
if (imagePosX  imageNegX  imagePosY  imageNegY  imagePosZ  imageNegZ)
{
cubemap = new osg::TextureCubeMap;
cubemap-setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX);
cubemap-setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX);
cubemap-setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY);
cubemap-setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY);
cubemap-setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ);
cubemap-setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ);

cubemap-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
cubemap-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
cubemap-setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);

cubemap-setFilter(osg::Texture::MIN_FILTER, 
osg::Texture::LINEAR_MIPMAP_LINEAR);
cubemap-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
}
return cubemap;
}

osg::TextureCubeMap* CSkyBox::readCubeMap()
{
std::string path=getImagesPath();
osg::Image* imagePosX = osgDB::readImageFile(path+\\posx.jpg);
osg::Image* imageNegX = osgDB::readImageFile(path+\\negx.jpg);
osg::Image* imagePosY = osgDB::readImageFile(path+\\posy.jpg);
osg::Image* imageNegY = osgDB::readImageFile(path+\\negy.jpg);
osg::Image* imagePosZ = osgDB::readImageFile(path+\\posz.jpg);
osg::Image* imageNegZ = osgDB::readImageFile(path+\\negz.jpg);
return readCubeMap(imagePosX, imageNegX, imagePosY, imageNegY, imagePosZ, 
imageNegZ);
}

struct TexMatCallback : public osg::NodeCallback
{
public:
TexMatCallback(osg::TexMat tm) :
_texMat(tm)
{
}

virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
if (cv)
{
const osg::Matrix MV = *(cv-getModelViewMatrix());
const osg::Matrix R = osg::Matrix::rotate( osg::DegreesToRadians(112.0f), 
0.0f,0.0f,1.0f)*
osg::Matrix::rotate( osg::DegreesToRadians(90.0f), 1.0f,0.0f,0.0f);

osg::Quat q = MV.getRotate();
const osg::Matrix C = osg::Matrix::rotate( q.inverse() );

_texMat.setMatrix( C*R );
}

traverse(node,nv);
}

osg::TexMat _texMat;
};
class MoveEarthySkyWithEyePointTransform : public osg::Transform
{
public:
/** Get the transformation matrix which moves from local coords to world 
coords.*/
virtual bool computeLocalToWorldMatrix(osg::Matrix matrix,osg::NodeVisitor* 
nv) const
{
osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
if (cv)
{
osg::Vec3 eyePointLocal = cv-getEyeLocal();
matrix.preMult(osg::Matrix::translate(eyePointLocal));
}
return true;
}

/** Get the transformation matrix which moves from world coords to local 
coords.*/
virtual bool computeWorldToLocalMatrix(osg::Matrix matrix,osg::NodeVisitor* 
nv) const
{
osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);
if (cv)
{
osg::Vec3 eyePointLocal = cv-getEyeLocal();
matrix.postMult(osg::Matrix::translate(-eyePointLocal));
}
return true;
}
};

osg::Node* CSkyBox::createSkyBoxWithTextureCubeMap(osg::TextureCubeMap* skymap)
{
osg::StateSet* stateset = new osg::StateSet();

osg::TexMat *tm = new osg::TexMat;
stateset-setTextureAttribute(0, tm);

if (skymap)
{
stateset-setDataVariance(osg::Object::DYNAMIC);
osg::ref_ptrosg::Program  skyProgram = new osg::Program;

osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX,skybox_vert);
skyProgram-addShader(vertex_shader);
osg::Shader* fragment_shader = new 
osg::Shader(osg::Shader::FRAGMENT,skybox_frag);
skyProgram-addShader(fragment_shader);

stateset-addUniform(new osg::Uniform(uEnvironmentMap,0));

stateset-setAttributeAndModes(skyProgram);
stateset-setTextureAttribute(0,skymap);
}
//stateset-setTextureAttributeAndModes(0, skymap, osg::StateAttribute::ON);

stateset-setMode( GL_LIGHTING, osg::StateAttribute::OFF );
stateset-setMode( GL_CULL_FACE, osg::StateAttribute::OFF );

// clear the depth to the far plane.
osg::Depth* depth = new osg::Depth;
depth-setFunction(osg::Depth::ALWAYS);
depth-setRange(1.0,1.0);

Re: [osg-users] OSG and Android

2013-01-11 Thread Jan Ciger
On Fri, Jan 11, 2013 at 1:28 AM, Jason Daly jd...@ist.ucf.edu wrote:

 Actually, we've got shared library loading working already.

 A lot of our software is plugin-based (using dlopen), and it's working
 fine on Android.  There is a bit of JNI involved, but only enough to hook
 into the regular Android GUI/View stuff.


Ah, that's good news then. Would you mind to publish any changes you needed
to do to it? I would love to switch to shared lib too, because with the
static linking the recompiles are taking ages every time.

Regards,

Jan
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Re: [osg-users] OSG and Android

2013-01-11 Thread Jason Daly

On 01/11/2013 04:48 AM, Jan Ciger wrote:


On Fri, Jan 11, 2013 at 1:28 AM, Jason Daly jd...@ist.ucf.edu 
mailto:jd...@ist.ucf.edu wrote:


Actually, we've got shared library loading working already.

A lot of our software is plugin-based (using dlopen), and it's
working fine on Android.  There is a bit of JNI involved, but only
enough to hook into the regular Android GUI/View stuff.


Ah, that's good news then. Would you mind to publish any changes you 
needed to do to it? I would love to switch to shared lib too, because 
with the static linking the recompiles are taking ages every time.





I will if I can.  I doubt I'll be able to, though.  I'm frantically 
trying to finish this up before I switch jobs next week, and I've got a 
few other things on the plate, too.  My outside work time is pretty full 
too, with moving and stuff.


I'm currently doing things like writing the Android.mk file manually for 
our specific build tree, which is fine for the guys here, but probably 
wouldn't do for OSG in general.


If nothing else, I could give you what I end up with and you (or someone 
else) could massage it into a nice, CMake-friendly form if you like.


--J

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[osg-users] OSG and Android

2013-01-10 Thread Jason Daly


Hi, all,

I had a question about compiling OSG on Android.  I understand that the 
current advice is to build static libraries instead of shared.  I was 
just wondering why this was the case.  Is there some reason that the OSG 
can't be built with shared libraries instead?


The main reason I'm asking is that I'd prefer to avoid having to specify 
the plugins in the code, and use the normal dynamic loading mechanism, 
if possible.


--J
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Re: [osg-users] OSG and Android

2013-01-10 Thread Jorge Izquierdo Ciges
Because the shared linker at execution time in Android works as hell on a
bench. It just doesn't call the dependencies of a library... and also your
shared libraries are not installed on the system... etc

The system is just not friendly to use shared libraries.

Can OSG be used as a shared library... if you modify it yourself yes. There
are some crashes here and there but it's functional. But then you'll have
to face all the other worryes of installing the shared libraries...
where... for each application and create an ordered library opener. OpenCV
had to create another program just to deploy it's own shared libraries.

P.S. Oh and I was forgetting that the shared linker on Android when a
library has failed to load then it won't try load that library even if you
want to force him until he's forgotten the library (mainly when you kill
your process)

GoodLuck

2013/1/10 Jason Daly jd...@ist.ucf.edu


 I had a question about compiling OSG on Android.  I understand that the
 current advice is to build static libraries instead of shared.  I was just
 wondering why this was the case.  Is there some reason that the OSG can't
 be built with shared libraries instead?

 The main reason I'm asking is that I'd prefer to avoid having to specify
 the plugins in the code, and use the normal dynamic loading mechanism, if
 possible.
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Re: [osg-users] OSG and Android

2013-01-10 Thread Jason Daly

On 01/10/2013 05:16 PM, Jorge Izquierdo Ciges wrote:


Because the shared linker at execution time in Android works as hell 
on a bench. It just doesn't call the dependencies of a library... and 
also your shared libraries are not installed on the system... etc


The system is just not friendly to use shared libraries.

Can OSG be used as a shared library... if you modify it yourself yes. 
There are some crashes here and there but it's functional. But then 
you'll have to face all the other worryes of installing the shared 
libraries... where... for each application and create an ordered 
library opener. OpenCV had to create another program just to deploy 
it's own shared libraries.


P.S. Oh and I was forgetting that the shared linker on Android when a 
library has failed to load then it won't try load that library even if 
you want to force him until he's forgotten the library (mainly when 
you kill your process)



OK, if that's all it is, I'm going to give it a shot.

After fighting a bit with the platform, we've had some luck with getting 
other libraries working as shared libraries, so I think we'll be OK here.


It's compiling now and seems to be reasonably happy.  Of course, as you 
pointed out, compiling and linking is the easy part  :-)


--J

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Re: [osg-users] OSG and Android

2013-01-10 Thread Jan Ciger

On 01/10/2013 11:49 PM, Jason Daly wrote:

OK, if that's all it is, I'm going to give it a shot.

After fighting a bit with the platform, we've had some luck with getting
other libraries working as shared libraries, so I think we'll be OK here.

It's compiling now and seems to be reasonably happy. Of course, as you
pointed out, compiling and linking is the easy part :-)


I think you will have most problems with actually using plugins (unless 
you keep them linked in statically). I don't think that there is a 
documented interface how to load shared libs at runtime from C/C++ on 
Android, you have to load the shared libs from within Java code.


If you compile all of OSG into one large shared lib and try to load that 
at runtime instead of static linking, that should be possible without 
too much hassle - e.g. Qualcomm's Vuforia/QCAR is doing it, OpenCV is 
doing it, etc. Just make sure to set the lib up as prebuilt, so that 
it gets actually included in your APK and deployed on the device properly.


Regards,

Jan
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Re: [osg-users] OSG and Android

2013-01-10 Thread Jason Daly

On 01/10/2013 06:32 PM, Jan Ciger wrote:

On 01/10/2013 11:49 PM, Jason Daly wrote:

OK, if that's all it is, I'm going to give it a shot.

After fighting a bit with the platform, we've had some luck with getting
other libraries working as shared libraries, so I think we'll be OK here.

It's compiling now and seems to be reasonably happy. Of course, as you
pointed out, compiling and linking is the easy part :-)

I think you will have most problems with actually using plugins (unless
you keep them linked in statically). I don't think that there is a
documented interface how to load shared libs at runtime from C/C++ on
Android, you have to load the shared libs from within Java code.

If you compile all of OSG into one large shared lib and try to load that
at runtime instead of static linking, that should be possible without
too much hassle - e.g. Qualcomm's Vuforia/QCAR is doing it, OpenCV is
doing it, etc. Just make sure to set the lib up as prebuilt, so that
it gets actually included in your APK and deployed on the device properly.


Actually, we've got shared library loading working already.

A lot of our software is plugin-based (using dlopen), and it's working 
fine on Android.  There is a bit of JNI involved, but only enough to 
hook into the regular Android GUI/View stuff.


--J

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[osg-users] OSG for Android with Necessitas?

2012-05-20 Thread Massimo Tarantini
Hi,

i have recompiled OSG 3.0.1 for Android wint Ubuntu 11,
and now i'm trying to compiled the osgviewerQT example
under Windows, using Necessitas (QT Android porting).

I have some problems with EGL initializations. I get eglMakeCurrent:674 error 
3002 (EGL_BAD_ACCESS). 

Someone has been using Necessitas with OSG? Some tricks and tips?

Thank you!

Cheers,
Massimo

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Re: [osg-users] OSG for Android

2011-08-18 Thread Luca Vezzadini
Hi Jorge,
So, that means that I am doing thing in the correct order. 
After some more test I found out the problem: it's something in Cygwin. If I 
use relative paths instead of absolute ones everything works fine. No idea why 
and I don't want to investigate further, but at least now I know it's a 
cygwin-specific thing...
Thanks!

Luca

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Re: [osg-users] OSG for Android

2011-08-17 Thread Luca Vezzadini

Jorge Izquierdo Ciges wrote:
 ... About the other things probably is just that you didn't do a make install 
 to create a directory with all the includes etc

Hi,
I also have some issues with the example, basically the same as Riccardo. I did 
run the make install on my OSG build and it went OK (everything was installed 
under  /usr/local/). But running the build command on that Android.mk still 
does not find the header files, unless I explicitly add an entry to the 
LOCAL_C_INCLUDES to add the standard osg/include tree. No idea why it works for 
you and not for us... A question: did you create your Android build in a 
separate folder (in my case under the OSG root) or did you do in source. mixing 
the new stuff with what comes out of SVN?
Now on to the next issue: linker... I get this error: 

Code:
ld.exe: cannot find -losgdb_dds


Of course that lib as well as all the others are present in my build tree (and 
I indicated it correctly in the Android.mk file). Any idea what could cause 
these issue?

Last but not least, is everybody using the ndk-build command to compile the 
example? Or is there another solution maybe going through CMake? I'd like to 
make sure that I do the things I'm supposed to...
Thanks,

   Luca

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Re: [osg-users] OSG for Android

2011-08-17 Thread Jorge Izquierdo Ciges
I usually install it in a separate directory because there's no point in
installing it into system. It would be trouble with the standard linux
installation on your system. I usually build it out of the OSG svn
directory, i don't like mix svn and not svn things. And, of course last time
I tested everything (about two weeks) all was running in thrunk. About
linking, one again that's just an error of not finding the librarie. In that
case is the dds plugin.

It should not be any trouble if you set the path on the Android.mk
(osgAndroidExampleGLES*/jni)

Line:7 OSG_ANDROID_DIR := type your install directory here

Which SETS both LOCAL_L_INCLUDES and LOCAL_LDFLAGS variables according to
the the Target Architecture. And no, there are no other ways supplied. There
are other ways to compile with NDK but require scripting and bypassing the
usual ndk build.

2011/8/17 Luca Vezzadini luca.vezzad...@gmail.com


 Jorge Izquierdo Ciges wrote:
  ... About the other things probably is just that you didn't do a make
 install to create a directory with all the includes etc

 Hi,
 I also have some issues with the example, basically the same as Riccardo. I
 did run the make install on my OSG build and it went OK (everything was
 installed under  /usr/local/). But running the build command on that
 Android.mk still does not find the header files, unless I explicitly add an
 entry to the LOCAL_C_INCLUDES to add the standard osg/include tree. No idea
 why it works for you and not for us... A question: did you create your
 Android build in a separate folder (in my case under the OSG root) or did
 you do in source. mixing the new stuff with what comes out of SVN?
 Now on to the next issue: linker... I get this error:

 Code:
 ld.exe: cannot find -losgdb_dds


 Of course that lib as well as all the others are present in my build tree
 (and I indicated it correctly in the Android.mk file). Any idea what could
 cause these issue?

 Last but not least, is everybody using the ndk-build command to compile the
 example? Or is there another solution maybe going through CMake? I'd like to
 make sure that I do the things I'm supposed to...
 Thanks,

   Luca

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Re: [osg-users] OSG for Android

2011-08-15 Thread Héctor Martínez
Hi Riccardo,

 

I have used the ndk-build command and (after long time J ) it has finished
apparently without errors. The I have copied the files to the osgViewer
project (under the obj folder). After that, I have tried to compile using
ndk-build, and I got this error:

 

Compile++ thumb : osgNativeLib = osgNativeLib.cpp

/bin/sh: -Itype: No such file or directory

make: ***
[/cygdrive/c/Projects/Eclipse/osgViewer/obj/local/armeabi/objs/osgNativeLib/
osgNativeLib.o] Error 1

 

Of course, there is no such file in that folder. I neither have been able to
find that file in the OSG folder. So, maybe compilation has not worked
correctly?

 

Cheers

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Riccardo
Corsi
Sent: viernes, 12 de agosto de 2011 15:49
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Hi Hector,

maybe you can try to use the ndk-build command instead of make, and see if
it runs smooth.
If so, probably there's something wrong with the makefile generated by
CMake...

Regarding the osg Android example, the folder structure is the same as the
one of the NDK examples.
Build instructions for native projects are very clear on the ndk online
documentation, especially if you use Eclipse.
You basically need to build the native part of the example before (under the
jni folder) the same way you compiled the native osg libs, and afterwards
build the java files under src. They make use of the native lib, and both
the java code and the native library will be packed in the apk by Eclipse
(or the compiler you're using).

HTH,
Ricky



2011/8/12 Héctor Martínez hector.marti...@sensetrix.com

Hi and thank you.

 

I first tried with the Cmake GUI, but I got some errors. After that, I have
read your answer pointing to command line. I have used the cmake command
line (not without some problems J ):

cmake - OK

make - Error:

make[3]: ***
[/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi
-v7a/objs/osgdb_serializers_osg/BlendEquation..o] Error 126

make[3]: *** Waiting for unfinished jobs….

make[2]: *** [Android-OpenSceneGraph] Error 2

make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

make: *** [all] Error 2

After that, I have tried to use “make install” and it has finished without
error, but I think this is a weird behavior.

 

Anyway, does somebody now how to solve the problem?

 

And another question, after compiling (if I can make it J ), what files (and
where) will I need to include in the OSG Android example?

 

Thank you.

 

Cheers,

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: jueves, 11 de agosto de 2011 16:50


To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

 

On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:

Hi Hector,

 

2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

Thank you Mourad and Jorge.

 

I have never used CygWin and I am trying to follow those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/C
ygwin
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cy
gwin

 

Those are for building OSG with cygwin to be used on a PC.

 

 

But it is a bit messy for me. Mourad, it seems like you have successfully
compiled OSG for Android in Windows. Could you please give me a quick guide
or some tips?

 

 

1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
install may be helpful).

 

Please note that, although we won't be compiling osg with cygwin's g++ , it
needs to be installed in order for cmake to get over compiler checks at the
beginning of configuration. (and other packages may be also needed)

 

2/ in cmake gui, set the sources and binairies folders, hit configure and
choose Unix Makefiles as generator

 

3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

 

4/ Set (if not set) ANDROID_NDK path

 

5/ Configure your build whether you want GLES1 or GLES2 following these
instructions :
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 

 

6/ Configure and Generate

 

7/ open Cygwin batch, cd to binaires dir, and make

 

 

Héctor

 

 

Cheers,

Mourad 

 

 

After re trying and checking, i found out that it is preferable to use the
command line cmake in cygwin rather than cmake gui :

 

 
 
 
 
cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF
-DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF

Mourad

Re: [osg-users] OSG for Android

2011-08-12 Thread Héctor Martínez
Hi and thank you.

 

I first tried with the Cmake GUI, but I got some errors. After that, I have
read your answer pointing to command line. I have used the cmake command
line (not without some problems J ):

cmake - OK

make - Error:

make[3]: ***
[/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi
-v7a/objs/osgdb_serializers_osg/BlendEquation..o] Error 126

make[3]: *** Waiting for unfinished jobs….

make[2]: *** [Android-OpenSceneGraph] Error 2

make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

make: *** [all] Error 2

After that, I have tried to use “make install” and it has finished without
error, but I think this is a weird behavior.

 

Anyway, does somebody now how to solve the problem?

 

And another question, after compiling (if I can make it J ), what files (and
where) will I need to include in the OSG Android example?

 

Thank you.

 

Cheers,

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: jueves, 11 de agosto de 2011 16:50
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

 

On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:

Hi Hector,

 

2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

Thank you Mourad and Jorge.

 

I have never used CygWin and I am trying to follow those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/C
ygwin
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cy
gwin

 

Those are for building OSG with cygwin to be used on a PC.

 

 

But it is a bit messy for me. Mourad, it seems like you have successfully
compiled OSG for Android in Windows. Could you please give me a quick guide
or some tips?

 

 

1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
install may be helpful).

 

Please note that, although we won't be compiling osg with cygwin's g++ , it
needs to be installed in order for cmake to get over compiler checks at the
beginning of configuration. (and other packages may be also needed)

 

2/ in cmake gui, set the sources and binairies folders, hit configure and
choose Unix Makefiles as generator

 

3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

 

4/ Set (if not set) ANDROID_NDK path

 

5/ Configure your build whether you want GLES1 or GLES2 following these
instructions :
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 

 

6/ Configure and Generate

 

7/ open Cygwin batch, cd to binaires dir, and make

 

 

Héctor

 

 

Cheers,

Mourad 

 

 

After re trying and checking, i found out that it is preferable to use the
command line cmake in cygwin rather than cmake gui :

 

 
 
cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF
-DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF

Mourad

 

 

 

 

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Re: [osg-users] OSG for Android

2011-08-12 Thread Riccardo Corsi
Hi Hector,

maybe you can try to use the ndk-build command instead of make, and see if
it runs smooth.
If so, probably there's something wrong with the makefile generated by
CMake...

Regarding the osg Android example, the folder structure is the same as the
one of the NDK examples.
Build instructions for native projects are very clear on the ndk online
documentation, especially if you use Eclipse.
You basically need to build the native part of the example before (under the
jni folder) the same way you compiled the native osg libs, and afterwards
build the java files under src. They make use of the native lib, and both
the java code and the native library will be packed in the apk by Eclipse
(or the compiler you're using).

HTH,
Ricky


2011/8/12 Héctor Martínez hector.marti...@sensetrix.com

 Hi and thank you.

 ** **

 I first tried with the Cmake GUI, but I got some errors. After that, I have
 read your answer pointing to command line. I have used the cmake command
 line (not without some problems J ):

 cmake - OK

 make - Error:

 make[3]: ***
 [/cygdrive/c/Projects/OpensSceneGraph-3.0.1/OpenSceneGraph/obj/local/armeabi-v7a/objs/osgdb_serializers_osg/BlendEquation..o]
 Error 126

 make[3]: *** Waiting for unfinished jobs….

 make[2]: *** [Android-OpenSceneGraph] Error 2

 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

 make: *** [all] Error 2

 After that, I have tried to use “make install” and it has finished without
 error, but I think this is a weird behavior.

 ** **

 Anyway, does somebody now how to solve the problem?

 ** **

 And another question, after compiling (if I can make it J ), what files
 (and where) will I need to include in the OSG Android example?

 ** **

 Thank you.

 ** **

 Cheers,

 ** **

 Héctor

 ** **

 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Mourad
 Boufarguine
 *Sent:* jueves, 11 de agosto de 2011 16:50

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] OSG for Android

 ** **

 ** **

 On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine 
 mourad.boufargu...@gmail.com wrote:

 Hi Hector,

 ** **

 2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

 Thank you Mourad and Jorge.

  

 I have never used CygWin and I am trying to follow those instructions:

  


 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cygwin
 

 ** **

 Those are for building OSG with cygwin to be used on a PC.

  

  

 But it is a bit messy for me. Mourad, it seems like you have successfully
 compiled OSG for Android in Windows. Could you please give me a quick guide
 or some tips?

 ** **

 ** **

 1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
 install may be helpful).

 ** **

 Please note that, although we won't be compiling osg with cygwin's g++ , it
 needs to be installed in order for cmake to get over compiler checks at the
 beginning of configuration. (and other packages may be also needed)

 ** **

 2/ in cmake gui, set the sources and binairies folders, hit configure and
 choose Unix Makefiles as generator

 ** **

 3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

  

 4/ Set (if not set) ANDROID_NDK path

 ** **

 5/ Configure your build whether you want GLES1 or GLES2 following these
 instructions :
 http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES 

 ** **

 6/ Configure and Generate

 ** **

 7/ open Cygwin batch, cd to binaires dir, and make

 ** **

  

 Héctor

  

 ** **

 Cheers,

 Mourad 

 ** **

 ** **

 After re trying and checking, i found out that it is preferable to use the
 command line cmake in cygwin rather than cmake gui :

 ** **

 ** **

 ** **

 cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF

 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF

 -DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON

 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON 
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON

 -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF 
 -DOSG_GL2_AVAILABLE=OFF

 -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF

 Mourad

 ** **

 ** **

 ** **

 ** **

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Re: [osg-users] OSG for Android

2011-08-11 Thread Héctor Martínez
Thank you Mourad and Jorge.

 

I have never used CygWin and I am trying to follow those instructions:

 

 
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/C
ygwin
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cy
gwin

 

But it is a bit messy for me. Mourad, it seems like you have successfully
compiled OSG for Android in Windows. Could you please give me a quick guide
or some tips?

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge
Izquierdo Ciges
Sent: miércoles, 10 de agosto de 2011 19:31
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

YAOUCH! I missed that! xD you are damn right.

2011/8/10 Mourad Boufarguine mourad.boufargu...@gmail.com

Hi Hector,

 

2011/8/10 Héctor Martínez hector.marti...@sensetrix.com

Thank you for the response. I am having some problems with the MINGW/MSYS
make. Here is the problem:

You have to use Cygwin not MinGW/MSYS on windows to develop with android
ndk.

 

Mourad


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[osg-users] OSG for Android on Mac

2011-08-11 Thread Büsra Gülten
Hi,

I am trying to build OSG for Android on Mac 10.6.7. I already get Eclipse, 
Android Plugin and CDT Plugin and also Android NDK.

I configure the project with CMake and generate an Eclipse CDT4 project. After 
that, I create a new Android Project with Create project from existing source 
and add the generated Eclipse CDT4 project. 
Now, when I try to build this project, I get following error:

 
 Conversion to Dalvik format failed with error 1
 Dx no classfiles specified


Are my steps to compile OSG for Android false? 

Cheers,
Büsra

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http://forum.openscenegraph.org/viewtopic.php?p=41997#41997





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Re: [osg-users] OSG for Android

2011-08-11 Thread Mourad Boufarguine
Hi Hector,

2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

 Thank you Mourad and Jorge.

 ** **

 I have never used CygWin and I am trying to follow those instructions:

 ** **


 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cygwin


Those are for building OSG with cygwin to be used on a PC.


 

 ** **

 But it is a bit messy for me. Mourad, it seems like you have successfully
 compiled OSG for Android in Windows. Could you please give me a quick guide
 or some tips?

 **



1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
install may be helpful).

Please note that, although we won't be compiling osg with cygwin's g++ , it
needs to be installed in order for cmake to get over compiler checks at the
beginning of configuration. (and other packages may be also needed)

2/ in cmake gui, set the sources and binairies folders, hit configure and
choose Unix Makefiles as generator

3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

4/ Set (if not set) ANDROID_NDK path

5/ Configure your build whether you want GLES1 or GLES2 following these
instructions :
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES

6/ Configure and Generate

7/ open Cygwin batch, cd to binaires dir, and make

 **

 Héctor

 ** **


 Cheers,
Mourad
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Re: [osg-users] OSG for Android

2011-08-11 Thread Riccardo Corsi
Hi Mourad and all,

I've succesfully built osg_3.0.1 on Windows with Cygwin (without 3rd party
plugins for now).

I'm now trying to build the osgAndroidExampleGLES1, and everything compiles,
but the linker (ld) throws an error says that it cannot find the dds lib,
here it is:

$ ../../../../../Android/android-ndk-r6/ndk-build
NDK_APPLICATION_MK=Application.mk
Compile++ thumb  : osgNativeLib = osgNativeLib.cpp
Compile++ thumb  : osgNativeLib = OsgMainApp.cpp
Compile++ thumb  : osgNativeLib = OsgAndroidNotifyHandler.cpp
SharedLibrary  : libosgNativeLib.so
D:/SourceCode/Android/android-ndk-r6/toolchains/arm-linux-androideabi-4.4.3/prebuilt/windows/bin/../
lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld.exe:
cannot find -losgd
b_dds
collect2: ld returned 1 exit status
make: ***
[/cygdrive/d/SourceCode/OSG/osg_3.0.1/examples/osgAndroidExampleGLES1/obj/local/armeabi/libosgNativeLib.so]
Error 1

I'm checking the options of the Android.mk file and it looks like there's a
variable LIBDIR to specify the library path which is then used here:

[...]
LOCAL_LDFLAGS   := -L $(LIBDIR) \
-losgdb_dds \
[...]

I've already tried to set it to relative and absolute paths, I've also tried
to copy the compiled libraries in the local example folder,
but cannot get it finding the libraries!
Have you got any other suggestion?

Thank you,
Ricky




On Thu, Aug 11, 2011 at 13:09, Mourad Boufarguine 
mourad.boufargu...@gmail.com wrote:

 Hi Hector,

 2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

 Thank you Mourad and Jorge.

 ** **

 I have never used CygWin and I am trying to follow those instructions:***
 *

 ** **


 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cygwin


 Those are for building OSG with cygwin to be used on a PC.


 

 ** **

 But it is a bit messy for me. Mourad, it seems like you have successfully
 compiled OSG for Android in Windows. Could you please give me a quick guide
 or some tips?

 **



 1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
 install may be helpful).

 Please note that, although we won't be compiling osg with cygwin's g++ , it
 needs to be installed in order for cmake to get over compiler checks at the
 beginning of configuration. (and other packages may be also needed)

 2/ in cmake gui, set the sources and binairies folders, hit configure and
 choose Unix Makefiles as generator

 3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

 4/ Set (if not set) ANDROID_NDK path

 5/ Configure your build whether you want GLES1 or GLES2 following these
 instructions :
 http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES

 6/ Configure and Generate

 7/ open Cygwin batch, cd to binaires dir, and make

  **

 Héctor

 ** **


 Cheers,
 Mourad


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Re: [osg-users] OSG for Android

2011-08-11 Thread Mourad Boufarguine
On Thu, Aug 11, 2011 at 1:09 PM, Mourad Boufarguine 
mourad.boufargu...@gmail.com wrote:

 Hi Hector,

 2011/8/11 Héctor Martínez hector.marti...@sensetrix.com

 Thank you Mourad and Jorge.

 ** **

 I have never used CygWin and I am trying to follow those instructions:***
 *

 ** **


 http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Cygwin


 Those are for building OSG with cygwin to be used on a PC.


 

 ** **

 But it is a bit messy for me. Mourad, it seems like you have successfully
 compiled OSG for Android in Windows. Could you please give me a quick guide
 or some tips?

 **



 1/ install Cygwin ^^ , make sure to install gcc , g++, make, ... (a full
 install may be helpful).

 Please note that, although we won't be compiling osg with cygwin's g++ , it
 needs to be installed in order for cmake to get over compiler checks at the
 beginning of configuration. (and other packages may be also needed)

 2/ in cmake gui, set the sources and binairies folders, hit configure and
 choose Unix Makefiles as generator

 3/ Check OSG_BUILD_PLATFORM_ANDROID and hit configure

 4/ Set (if not set) ANDROID_NDK path

 5/ Configure your build whether you want GLES1 or GLES2 following these
 instructions :
 http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES

 6/ Configure and Generate

 7/ open Cygwin batch, cd to binaires dir, and make

  **

 Héctor

 ** **


 Cheers,
 Mourad


After re trying and checking, i found out that it is preferable to use the
command line cmake in cygwin rather than cmake gui :


cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF
-DOSG_GL_MATRICES_AVAILABLE=ON -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF

Mourad
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Re: [osg-users] OSG for Android on Mac

2011-08-11 Thread Riccardo Corsi
Hi Busra,

I'm not familiar with Mac dev environment,
but I guess that you're trying to build osg with Eclipse CDT with the
regular gcc compiler, which is targetting pc architecture.
Instead you need to create a makefile suited for the ndk-build. The CMake
options you need are fully detailed in the wiki page and in other threads of
this mailing list.

Good luck,
Ricky


2011/8/11 Büsra Gülten busragul...@hotmail.de

 Hi,

 I am trying to build OSG for Android on Mac 10.6.7. I already get Eclipse,
 Android Plugin and CDT Plugin and also Android NDK.

 I configure the project with CMake and generate an Eclipse CDT4 project.
 After that, I create a new Android Project with Create project from
 existing source and add the generated Eclipse CDT4 project.
 Now, when I try to build this project, I get following error:


  Conversion to Dalvik format failed with error 1
  Dx no classfiles specified


 Are my steps to compile OSG for Android false?

 Cheers,
 Büsra

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=41997#41997





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Re: [osg-users] OSG for Android

2011-08-11 Thread Mourad Boufarguine
Hi Riccardo,

On Thu, Aug 11, 2011 at 1:59 PM, Riccardo Corsi
riccardo.co...@kairos3d.itwrote:

 Hi Mourad and all,

 I've succesfully built osg_3.0.1 on Windows with Cygwin (without 3rd party
 plugins for now).

 I'm now trying to build the osgAndroidExampleGLES1, and everything
 compiles, but the linker (ld) throws an error says that it cannot find the
 dds lib, here it is:

 $ ../../../../../Android/android-ndk-r6/ndk-build
 NDK_APPLICATION_MK=Application.mk
 Compile++ thumb  : osgNativeLib = osgNativeLib.cpp
 Compile++ thumb  : osgNativeLib = OsgMainApp.cpp
 Compile++ thumb  : osgNativeLib = OsgAndroidNotifyHandler.cpp
 SharedLibrary  : libosgNativeLib.so

 D:/SourceCode/Android/android-ndk-r6/toolchains/arm-linux-androideabi-4.4.3/prebuilt/windows/bin/../
 lib/gcc/arm-linux-androideabi/4.4.3/../../../../arm-linux-androideabi/bin/ld.exe:
 cannot find -losgd
 b_dds
 collect2: ld returned 1 exit status
 make: ***
 [/cygdrive/d/SourceCode/OSG/osg_3.0.1/examples/osgAndroidExampleGLES1/obj/local/armeabi/libosgNativeLib.so]
 Error 1

 I'm checking the options of the Android.mk file and it looks like there's a
 variable LIBDIR to specify the library path which is then used here:

 [...]
 LOCAL_LDFLAGS   := -L $(LIBDIR) \
 -losgdb_dds \
 [...]

 I've already tried to set it to relative and absolute paths, I've also
 tried to copy the compiled libraries in the local example folder,
 but cannot get it finding the libraries!
 Have you got any other suggestion?



What did you put in OSG_ANDROID_DIR ?
I just tried with my binaries folder path and it worked.

Mourad
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Re: [osg-users] OSG for Android

2011-08-11 Thread Jorge Izquierdo Ciges
Mmmm look the Android make file inside the GLES example and change type
your directory here into your path to OSG

2011/8/11 Mourad Boufarguine mourad.boufargu...@gmail.com

 ed with my binaries folder path and it worked.
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Re: [osg-users] OSG for Android

2011-08-11 Thread Riccardo Corsi
Hi guys,

it works!!
I had to tweak something and then I've run some tests, let me share some
points with you:

- Builing
I have made a floder called ndk-build inside the osg folder tree to place
all the nkd builind stuff. If I set the OSG_ANDROID_DIR to that folder, the
compiler doesn't file the osg includes, so I had to add the osg include
folder to the LOCAL_C_INCLUDES.
By doing that everything compile and link.
What I don't get is why it wasn't working before, when I had edited directly
the variables LOCAL_C_INCLUDES and LIBDIR by setting them to full paths -
any hints on this point??

- Running
I've been trying only the GLES1 example, and it works just fine on my Nexus
S (android 2.3.4)
Instead I've tried to build the example also for the 3.x platform target: it
build and upload on my tablet, but it just shows up for a couple of seconds
and then it dies.
I have no time to investigate right now, I'll run some more tests tomorrow.
Have you got any idea what it might be depending on?
My device is an Acer Iconia Tab A500.

Thank you for your support and great job!
Ricky



On Thu, Aug 11, 2011 at 17:05, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 Mmmm look the Android make file inside the GLES example and change type
 your directory here into your path to OSG


 2011/8/11 Mourad Boufarguine mourad.boufargu...@gmail.com

 ed with my binaries folder path and it worked.



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Re: [osg-users] OSG for Android

2011-08-11 Thread Jorge Izquierdo Ciges
I don't have very much idea what can happen with 3.X it would be needed to
see in detail the Logcat to find what's happening. 2.3 and 3.X have the same
base in common so it shouldn't be anything big. About the other things
probably is just that you didn't do a make install to create a directory
with all the includes etc.

2011/8/11 Riccardo Corsi riccardo.co...@kairos3d.it

 dk-build inside the osg folder tree to place all the nkd builind stuff. If
 I set the OSG_ANDROID_DIR to that folder, the compiler doesn't file the osg
 includes, so I had to add the osg include folder to the LOCAL_C_INCLUDES.
 By doing that everything compile and link.
 What I don't get is why it wasn't working before, when I had edited
 directly the variables LOCAL_C_INCLUDES and LIBDIR by setting them to full
 paths - any hints on this point??

 - Running
 I've been trying only the GLES1 example, and it works just fine on my Nexus
 S (android 2.3.4)
 Instead I've tried to build the example also for the 3.x platform target:
 it build and upload on my tablet, but it just shows up for a couple of
 seconds and then it dies.
 I have no time to investigate right now, I'll run some more tests tomorrow.
 Have you got any idea what it might be depending on?
 My device is an Acer Iconia Tab A500.
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Re: [osg-users] OSG for Android

2011-08-10 Thread Héctor Martínez
Thank you for the response. I am having some problems with the MINGW/MSYS
make. Here is the problem:

 

 Android NDK: Trying to define local module
‘OpenThreads’ in
C:/Projects/OpenSceneGraph-3.0.1/OpenSceneGraph/build32_Android/src/OpenThre
ads/pthreads/Android.mk.

 

Android NDK: But this module was already defined by
C:/Projects/OpenSceneGraph-3.0.1/OpenSceneGraph/build32_Android/src/OpenThre
ads/pthreads/Android.mk.
/C/Projects/android-ndk-r5b/build/core/build-moduloe.mk:34: *** Android NDK:
Aborting. .  Stop.

 make[2]: *** [Android-OpenSceneGraph] Error 2

 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2

 

Any ideas? It seems like it is loading some file twice or something like
that.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge
Izquierdo Ciges
Sent: lunes, 08 de agosto de 2011 17:14
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

There's no trouble in that. Android binaries are platform independant (they
are from Android) and I suppose following the google instructions shouldn't
give much trouble to anyone. I didn't like MinGW so I sticked with Linux.

 

-

 

Thank you for the dependencies. But, how am I supposed to use them? I mean,
which is the structure for cmake to recognize them?

 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rafa Gaitan
Sent: martes, 09 de agosto de 2011 9:10
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Hi Hector,

 

ThirdParty package for android is deployed here:

 http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip
http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip

 

 

Cheers,

 

Héctor

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Re: [osg-users] OSG for Android

2011-08-10 Thread Mourad Boufarguine
Hi Hector,

2011/8/10 Héctor Martínez hector.marti...@sensetrix.com

 Thank you for the response. I am having some problems with the MINGW/MSYS
 make. Here is the problem:

You have to use Cygwin not MinGW/MSYS on windows to develop with android
ndk.

Mourad
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Re: [osg-users] OSG for Android

2011-08-10 Thread Jorge Izquierdo Ciges
YAOUCH! I missed that! xD you are damn right.

2011/8/10 Mourad Boufarguine mourad.boufargu...@gmail.com

 Hi Hector,


 2011/8/10 Héctor Martínez hector.marti...@sensetrix.com

 Thank you for the response. I am having some problems with the MINGW/MSYS
 make. Here is the problem:

 You have to use Cygwin not MinGW/MSYS on windows to develop with android
 ndk.

 Mourad

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Re: [osg-users] OSG for Android

2011-08-09 Thread Rafa Gaitan
Hi Hector,

ThirdParty package for android is deployed here:
http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip

I'm sure other developers reported that they were able to build in
windows using mingw or cygwin but we usually work on linux or mac
(making our life easier! :)).

Cheers,
Rafa.


2011/8/8 Jorge Izquierdo Ciges jori...@gmail.com:
 There's no trouble in that. Android binaries are platform independant (they
 are from Android) and I suppose following the google instructions shouldn't
 give much trouble to anyone. I didn't like MinGW so I sticked with Linux.
 I'll try to find the 3rd party package link and submit it when I can... but
 right now I'm on vacation so i can't reach physically where it is.

 El 8 de agosto de 2011 14:36, Héctor Martínez
 hector.marti...@sensetrix.com escribió:

 . But, will I be able to use the compiled library in an Eclipse+Windows
 environment for the Android development?

 Regarding to the plugins, I thought that there were the same as the ones
 inside the 3rdparty folder of OSG. Do you think I will be able to get those
 you mention?

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-- 
Rafael Gaitán Linares
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
http://gvsig3d.blogspot.com
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] OSG for Android

2011-08-08 Thread Jorge Izquierdo Ciges
Try cleaning Cmake configure of the osg directory first. And don't use a
graphical Cmake bad shit happens sometimes. In wiki there is a comand line
cmake example.

El 8 de agosto de 2011 07:55, Héctor Martínez hector.marti...@sensetrix.com
 escribió:

 and clicking the Configure button, a huge amount of similar errors appear.
 I have tried with An
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Re: [osg-users] OSG for Android

2011-08-08 Thread Héctor Martínez
Hi Jorge,

 

thank you for your response! You were right, it works with command line. But
now I have new problems:

 

-  It doesn´t find some plugins (jpg, png… etc).

-  When trying to build the solution I get this error:

2InitializeBuildStatus:

2  Touching Win32\Debug\ndk\ndk.unsuccessfulbuild.

2CustomBuild:

2  The system cannot find the path specified.

2  Generating Android-OpenSceneGraph

2C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error
MSB6006: cmd.exe exited with code 3.

2

2Build FAILED

 

Any ideas about what’s wrong?

 

Thank you.

 

Cheers,

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge
Izquierdo Ciges
Sent: lunes, 08 de agosto de 2011 10:42
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Try cleaning Cmake configure of the osg directory first. And don't use a
graphical Cmake bad shit happens sometimes. In wiki there is a comand line
cmake example.

El 8 de agosto de 2011 07:55, Héctor Martínez
hector.marti...@sensetrix.com escribió:

and clicking the Configure button, a huge amount of similar errors appear. I
have tried with An

 

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Re: [osg-users] OSG for Android

2011-08-08 Thread Mourad Boufarguine
2011/8/8 Héctor Martínez hector.marti...@sensetrix.com

 Hi Jorge,

 ** **

 thank you for your response! You were right, it works with command line.
 But now I have new problems:

 ** **

 **-  **It doesn´t find some plugins (jpg, png… etc).

 **-  **When trying to build the solution I get this error:

 2InitializeBuildStatus:

 2  Touching Win32\Debug\ndk\ndk.unsuccessfulbuild.

 2CustomBuild:

 2  The system cannot find the path specified.

 2  Generating Android-OpenSceneGraph

 2C:\Program Files
 (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error
 MSB6006: cmd.exe exited with code 3.

 2

 2Build FAILED

 ** **

 Any ideas about what’s wrong?

 ** **

 Thank you.

 ** **

 Cheers,

 ** **

 Héctor



Hi Hector,

You can't use Visual Studio to build OSG for android. You need to choose
Unix Makefile as generator in CMake gui.

Mourad



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Re: [osg-users] OSG for Android

2011-08-08 Thread Jorge Izquierdo Ciges
There's no trouble in that. Android binaries are platform independant (they
are from Android) and I suppose following the google instructions shouldn't
give much trouble to anyone. I didn't like MinGW so I sticked with Linux.
I'll try to find the 3rd party package link and submit it when I can... but
right now I'm on vacation so i can't reach physically where it is.

El 8 de agosto de 2011 14:36, Héctor Martínez hector.marti...@sensetrix.com
 escribió:

 . But, will I be able to use the compiled library in an Eclipse+Windows
 environment for the Android development?

 Regarding to the plugins, I thought that there were the same as the ones
 inside the 3rdparty folder of OSG. Do you think I will be able to get those
 you mention?

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Re: [osg-users] [osg-submissions] Android Development Plans

2011-03-10 Thread Mourad Boufarguine
Hi all,

I gave osg android port a try on Windows using cygwin, and it worked like a
charm (only a tiny problem with osgViewer, when cross compiling for android
using cygwin, the windows path in osgViewer/CMakeLists.txt is used rather
than the android one, fix attached).
For the moment I only compiled all the osg libs and plugins that don't rely
on a 3rdParty lib. I will let you know when I succeed to build an app for my
nexus S :) (the test apk Jorge sent, works for me)

Thanks for your efforts.

Mourad


On Tue, Mar 8, 2011 at 5:37 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Rafa, Jorge and all ;-)

 On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan rafa.gai...@gmail.com
 wrote:
  Finally Jorge and me have finished a first approach to build OSG under
  Android using the android NDK.
 
  Attached you will find all required code and cmake modifications (They
  are based on a previous submissions I sent last week).

 Many thanks for your efforts.  I have now merged and checked in
 changes to OpenSceneGraph svn/trunk.  I haven't tested the Android
 build at all yet, only the normal Linux build side.

 Would it be possible for you to put up a documentation page on the
 wiki to show how to set up to build the OSG on Android?

 Thanks,
 Robert.
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# FIXME: For OS X, need flag for Framework or dylib
IF(DYNAMIC_OPENSCENEGRAPH)
ADD_DEFINITIONS(-DOSGVIEWER_LIBRARY)
ELSE()
ADD_DEFINITIONS(-DOSG_LIBRARY_STATIC)
ENDIF()

SET(LIB_NAME osgViewer)

SET(HEADER_PATH ${OpenSceneGraph_SOURCE_DIR}/include/${LIB_NAME})
SET(TARGET_H
${HEADER_PATH}/CompositeViewer
${HEADER_PATH}/Export
${HEADER_PATH}/GraphicsWindow
${HEADER_PATH}/Renderer
${HEADER_PATH}/Scene
${HEADER_PATH}/Version
${HEADER_PATH}/View
${HEADER_PATH}/Viewer
${HEADER_PATH}/ViewerBase
${HEADER_PATH}/ViewerEventHandlers
)

SET(LIB_COMMON_FILES
CompositeViewer.cpp
HelpHandler.cpp
Renderer.cpp
Scene.cpp
ScreenCaptureHandler.cpp
StatsHandler.cpp
Version.cpp
View.cpp
Viewer.cpp
ViewerBase.cpp
ViewerEventHandlers.cpp
${OPENSCENEGRAPH_VERSIONINFO_RC}
)

SET(LIB_EXTRA_LIBS)

IF(WIN32 AND NOT ANDROID)
#
# Enable workaround for OpenGL driver issues when used in 
multithreaded/multiscreen with NVidia drivers on Windows XP 
# For example: osgviewer dumptruck.osg was showing total garbage (screen 
looked like shattered, splashed hedgehog) 
# There were also serious issues with render to texture cameras.
# Workaround repeats makeCurrentContext call as it was found that this 
causes the problems to dissapear.
#
OPTION(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND Set to ON if 
you have NVidia board and drivers earlier than 177.92 ver OFF)
MARK_AS_ADVANCED(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
IF(OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
ADD_DEFINITIONS(-DOSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND)
ENDIF()

SET(TARGET_H ${TARGET_H}
${HEADER_PATH}/api/Win32/GraphicsHandleWin32
${HEADER_PATH}/api/Win32/GraphicsWindowWin32
${HEADER_PATH}/api/Win32/PixelBufferWin32
)

SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} 
GraphicsWindowWin32.cpp
PixelBufferWin32.cpp
)
ELSE()
IF(APPLE)

IF(OSG_BUILD_PLATFORM_IPHONE OR OSG_BUILD_PLATFORM_IPHONE_SIMULATOR)
SET(OSG_WINDOWING_SYSTEM IOS CACHE STRING Windowing system type 
for graphics window creation, options only IOS.)
ELSE()
SET(OSG_WINDOWING_SYSTEM Carbon CACHE STRING Windowing system 
type for graphics window creation, options Carbon, Cocoa or X11.)
ENDIF()

ELSE()
IF(ANDROID)
SET(OSG_WINDOWING_SYSTEM None CACHE STRING None Windowing system 
type for graphics window creation.)
ELSE()
SET(OSG_WINDOWING_SYSTEM X11 CACHE STRING Windowing system type 
for graphics window creation. options only X11)
ENDIF()
ENDIF()

IF(${OSG_WINDOWING_SYSTEM} STREQUAL Cocoa)
ADD_DEFINITIONS(-DUSE_DARWIN_COCOA_IMPLEMENTATION)
 
IF(OSG_COMPILE_FRAMEWORKS)
   SET(LIB_COMMON_FILES ${LIB_COMMON_FILES} 
 ${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa
 ${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa
 ${HEADER_PATH}/api/Cocoa/PixelBufferCocoa
 )
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/GraphicsHandleCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa) 
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/GraphicsWindowCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa)
SET_PROPERTY(SOURCE ${HEADER_PATH}/api/Cocoa/PixelBufferCocoa 
PROPERTY MACOSX_PACKAGE_LOCATION Headers/api/Cocoa)

Re: [osg-users] [osg-submissions] Android Development Plans

2011-03-10 Thread Robert Osfield
Thanks Mourad, fix now merged and submitted to svn/trunk.

On Thu, Mar 10, 2011 at 2:30 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:
 Hi all,

 I gave osg android port a try on Windows using cygwin, and it worked like a
 charm (only a tiny problem with osgViewer, when cross compiling for android
 using cygwin, the windows path in osgViewer/CMakeLists.txt is used rather
 than the android one, fix attached).
 For the moment I only compiled all the osg libs and plugins that don't rely
 on a 3rdParty lib. I will let you know when I succeed to build an app for my
 nexus S :) (the test apk Jorge sent, works for me)

 Thanks for your efforts.

 Mourad


 On Tue, Mar 8, 2011 at 5:37 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi Rafa, Jorge and all ;-)

 On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan rafa.gai...@gmail.com
 wrote:
  Finally Jorge and me have finished a first approach to build OSG under
  Android using the android NDK.
 
  Attached you will find all required code and cmake modifications (They
  are based on a previous submissions I sent last week).

 Many thanks for your efforts.  I have now merged and checked in
 changes to OpenSceneGraph svn/trunk.  I haven't tested the Android
 build at all yet, only the normal Linux build side.

 Would it be possible for you to put up a documentation page on the
 wiki to show how to set up to build the OSG on Android?

 Thanks,
 Robert.
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Re: [osg-users] [osg-submissions] Android Development Plans

2011-03-08 Thread Rafa Gaitan
Hi Robert,

Thank you very much for reviewing!, We will include some documentation
on the wiki, but I have some work trips this weeks so probably Jorge
will do the most part.

Rafa.


2011/3/8 Robert Osfield robert.osfi...@gmail.com:
 Hi Rafa, Jorge and all ;-)

 On Mon, Mar 7, 2011 at 11:53 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
 Finally Jorge and me have finished a first approach to build OSG under
 Android using the android NDK.

 Attached you will find all required code and cmake modifications (They
 are based on a previous submissions I sent last week).

 Many thanks for your efforts.  I have now merged and checked in
 changes to OpenSceneGraph svn/trunk.  I haven't tested the Android
 build at all yet, only the normal Linux build side.

 Would it be possible for you to put up a documentation page on the
 wiki to show how to set up to build the OSG on Android?

 Thanks,
 Robert.
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-- 
Rafael Gaitán Linares
Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
http://gvsig3d.blogspot.com
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] OSG on Android ?

2010-06-10 Thread Ulrich Hertlein
On 10/06/10 14:32 , Vivek Kumar Dwivedi wrote:
 Don't send me messages

Unsubscribe and they'll go away:
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] OSG on Android ?

2010-06-09 Thread Jason Daly

David Glenn wrote:

Hi,

I got my HTC EVO toy this week and I'm already playing with the idea of making Android apps (with OpenGL ES ). 
I know that apps for android are mostly based on java, but I have to be the one to ask! 

Yea! I know! I Know!  |-) 


I know that there was an IPhone version in the works!
  



All I know is here: 


http://forum.openscenegraph.org/viewtopic.php?t=3046


Good luck!

--J

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