Re: [osg-users] Openscenegraph iOS Development
Hi, I found the following Macro after some research: macro(ADD_FRAMEWORK fwname appname) find_library(FRAMEWORK_${fwname} NAMES ${fwname} PATHS ${CMAKE_OSX_SYSROOT}/System/Library PATH_SUFFIXES Frameworks NO_DEFAULT_PATH) if( ${FRAMEWORK_${fwname}} STREQUAL FRAMEWORK_${fwname}-NOTFOUND) MESSAGE(ERROR : Framework ${fwname} not found) else() TARGET_LINK_LIBRARIES(${appname} ${FRAMEWORK_${fwname}}) MESSAGE(STATUS Framework ${fwname} found at ${FRAMEWORK_${fwname}}) endif() endmacro(ADD_FRAMEWORK) after the TARGET_LINK_LIBRARIES (sic!) add_framework(Foundation Application) add_framework(Security Application) hth Sebastian Hi, Sebastian. I would like to have a look at that CMake file :) Thanks. 2014-03-19 4:45 GMT+07:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: Hi folks, I found the problem and thus a solution. The main issue was that I generated the project with CMake and therefore the framework paths where missing. I came up with a solution adding the frameworks programmatically using a CMake-macro which made linking to libz and curl possible. The iOSSimulator project is running as expected loading obj files from a HTTP url. Finally! If anyone is interested I can contribute the CMake file (Sorry I simpy hate using pre-baked Solution/XCode files etc.) I'm sure I will be back with further questions ;-) Thanks for the support, especially to Stephan. cheers Sebastian Am 18.03.2014 10:12, schrieb Stephan Maximilian Huber: HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar with the MacOS/iOS platform, so I don't know the tools to check the dependencies neither I know which SSL library could be appropriate to link. All I can say is that it's working for me. I don't use any SSL-stuff with libcurl. I am just using the osgdb_curl plugin and the libcurl.a Have a look at the Present3D-Control-app how the linking etc is setup, maybe there are some differences. I don't use SSL directly. I'm simply linking the curl.a delivered at the github page you pointed me to, which gives me the linker error. Thanks for the hint, I'll check the Present3D app, maybe I can locate the correct libraries there. And please: Post the exact error-messages, the complete output of the linking-stage. Ok, I will try to. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Stephan, I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar with the MacOS/iOS platform, so I don't know the tools to check the dependencies neither I know which SSL library could be appropriate to link. cheers Sebastian Hi Stephan, I've added the curl plugin and try to use it by loading something on a remote server. In this case the linker tells me there are unresolved external symbols like _SSLOpen and more _SSLx. So it seems there is a missing external library. Any hints? cheers Sebastian Hi Sebastian, there's no need for macports or something similar (as they build only for OS X not for iOS) and I use lib curl successfully w/o any additional 3rdparty lib. What error-messages do you get? cheers, Stephan Am 14.03.2014 um 19:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: Hi Stephan, The builds for the simulator are working fine with a customized CMake file. There is one remaining problem however. It seems the libcurl distributed on the github seem to need libssl or openssl. I didn't have any success linking to macport built targets. Any hints from your side? Cheers Sebastian hi sebastian, good to hear its' working on your end. There's a simple iOS example, you'll have to enable BUILD_OSG_EXAMPLES in cmake / build-script. cheers, Stephan Am 11.03.2014 um 10:52 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: And again, cleaning the project and rebuilding it came up with a clean build. Thank you so much. :-) Now I need to build a small project using it. ___ 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 mailto: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 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] Openscenegraph iOS Development
HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar with the MacOS/iOS platform, so I don't know the tools to check the dependencies neither I know which SSL library could be appropriate to link. All I can say is that it’s working for me. I don’t use any SSL-stuff with libcurl. I am just using the osgdb_curl plugin and the libcurl.a Have a look at the Present3D-Control-app how the linking etc is setup, maybe there are some differences. And please: Post the exact error-messages, the complete output of the linking-stage. cheers, Stephan___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Am 18.03.2014 10:12, schrieb Stephan Maximilian Huber: HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar with the MacOS/iOS platform, so I don't know the tools to check the dependencies neither I know which SSL library could be appropriate to link. All I can say is that it's working for me. I don't use any SSL-stuff with libcurl. I am just using the osgdb_curl plugin and the libcurl.a Have a look at the Present3D-Control-app how the linking etc is setup, maybe there are some differences. I don't use SSL directly. I'm simply linking the curl.a delivered at the github page you pointed me to, which gives me the linker error. Thanks for the hint, I'll check the Present3D app, maybe I can locate the correct libraries there. And please: Post the exact error-messages, the complete output of the linking-stage. Ok, I will try to. cheers, Stephan ___ 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] Openscenegraph iOS Development
Hi folks, I found the problem and thus a solution. The main issue was that I generated the project with CMake and therefore the framework paths where missing. I came up with a solution adding the frameworks programmatically using a CMake-macro which made linking to libz and curl possible. The iOSSimulator project is running as expected loading obj files from a HTTP url. Finally! If anyone is interested I can contribute the CMake file (Sorry I simpy hate using pre-baked Solution/XCode files etc.) I'm sure I will be back with further questions ;-) Thanks for the support, especially to Stephan. cheers Sebastian Am 18.03.2014 10:12, schrieb Stephan Maximilian Huber: HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar with the MacOS/iOS platform, so I don't know the tools to check the dependencies neither I know which SSL library could be appropriate to link. All I can say is that it's working for me. I don't use any SSL-stuff with libcurl. I am just using the osgdb_curl plugin and the libcurl.a Have a look at the Present3D-Control-app how the linking etc is setup, maybe there are some differences. I don't use SSL directly. I'm simply linking the curl.a delivered at the github page you pointed me to, which gives me the linker error. Thanks for the hint, I'll check the Present3D app, maybe I can locate the correct libraries there. And please: Post the exact error-messages, the complete output of the linking-stage. Ok, I will try to. cheers, Stephan ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi, Sebastian. I would like to have a look at that CMake file :) Thanks. 2014-03-19 4:45 GMT+07:00 Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hi folks, I found the problem and thus a solution. The main issue was that I generated the project with CMake and therefore the framework paths where missing. I came up with a solution adding the frameworks programmatically using a CMake-macro which made linking to libz and curl possible. The iOSSimulator project is running as expected loading obj files from a HTTP url. Finally! If anyone is interested I can contribute the CMake file (Sorry I simpy hate using pre-baked Solution/XCode files etc.) I'm sure I will be back with further questions ;-) Thanks for the support, especially to Stephan. cheers Sebastian Am 18.03.2014 10:12, schrieb Stephan Maximilian Huber: HI Sebastian, Am 18.03.2014 um 09:58 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I'm still struggling with the issue. Could you (or someone else) try to link the curl plugin in a iOS-Simulator project and check if the linker complains? As said before I'm not familiar with the MacOS/iOS platform, so I don't know the tools to check the dependencies neither I know which SSL library could be appropriate to link. All I can say is that it’s working for me. I don’t use any SSL-stuff with libcurl. I am just using the osgdb_curl plugin and the libcurl.a Have a look at the Present3D-Control-app how the linking etc is setup, maybe there are some differences. I don't use SSL directly. I'm simply linking the curl.a delivered at the github page you pointed me to, which gives me the linker error. Thanks for the hint, I'll check the Present3D app, maybe I can locate the correct libraries there. And please: Post the exact error-messages, the complete output of the linking-stage. Ok, I will try to. cheers, Stephan ___ osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing listosg-users@lists.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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Sebastian, there’s no need for macports or something similar (as they build only for OS X not for iOS) and I use lib curl successfully w/o any additional 3rdparty lib. What error-messages do you get? cheers, Stephan Am 14.03.2014 um 19:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Hi Stephan, The builds for the simulator are working fine with a customized CMake file. There is one remaining problem however. It seems the libcurl distributed on the github seem to need libssl or openssl. I didn't have any success linking to macport built targets. Any hints from your side? Cheers Sebastian hi sebastian, good to hear its’ working on your end. There’s a simple iOS example, you’ll have to enable BUILD_OSG_EXAMPLES in cmake / build-script. cheers, Stephan Am 11.03.2014 um 10:52 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: And again, cleaning the project and rebuilding it came up with a clean build. Thank you so much. :-) Now I need to build a small project using it. ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Stephan, I've added the curl plugin and try to use it by loading something on a remote server. In this case the linker tells me there are unresolved external symbols like _SSLOpen and more _SSLx. So it seems there is a missing external library. Any hints? cheers Sebastian Hi Sebastian, there's no need for macports or something similar (as they build only for OS X not for iOS) and I use lib curl successfully w/o any additional 3rdparty lib. What error-messages do you get? cheers, Stephan Am 14.03.2014 um 19:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: Hi Stephan, The builds for the simulator are working fine with a customized CMake file. There is one remaining problem however. It seems the libcurl distributed on the github seem to need libssl or openssl. I didn't have any success linking to macport built targets. Any hints from your side? Cheers Sebastian hi sebastian, good to hear its' working on your end. There's a simple iOS example, you'll have to enable BUILD_OSG_EXAMPLES in cmake / build-script. cheers, Stephan Am 11.03.2014 um 10:52 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: And again, cleaning the project and rebuilding it came up with a clean build. Thank you so much. :-) Now I need to build a small project using it. ___ 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 mailto: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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Stephan, The builds for the simulator are working fine with a customized CMake file. There is one remaining problem however. It seems the libcurl distributed on the github seem to need libssl or openssl. I didn't have any success linking to macport built targets. Any hints from your side? Cheers Sebastian hi sebastian, good to hear its' working on your end. There's a simple iOS example, you'll have to enable BUILD_OSG_EXAMPLES in cmake / build-script. cheers, Stephan Am 11.03.2014 um 10:52 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: And again, cleaning the project and rebuilding it came up with a clean build. Thank you so much. :-) Now I need to build a small project using it. ___ 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] Openscenegraph iOS Development
Hi Stephan, You build script helped to move one step further. At least the device target built. So now I'm going to check why the simulator failed. Btw: Is there some simple test program to check if the thing is running? HI, osg should work with SDK 7.0 (it does work on my end) Make sure IPHONE_SDKVER is set to the right sdk-version. „7.0 I pushed my build-scripts to github. perhaps they work on your end: https://github.com/stmh/osg-ios-build Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Also, due to my missing experience: When do I build for the Simulator? If I want to test it exclusively on the Mac? Yes. If you want to test your app on the mac from within the simulator you’ll need to build for the simulator. The compile-link-test cycles are much faster on the simulator, but you’ll experience some opengl-glitches. If you use my build-scripts, you can switch between device/simulator from within xcode for your own project. cheers, Stephan ___ 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] Openscenegraph iOS Development
And again, cleaning the project and rebuilding it came up with a clean build. Thank you so much. :-) Now I need to build a small project using it. Cheers Sebastian Hi Stephan, You build script helped to move one step further. At least the device target built. So now I'm going to check why the simulator failed. Btw: Is there some simple test program to check if the thing is running? HI, osg should work with SDK 7.0 (it does work on my end) Make sure IPHONE_SDKVER is set to the right sdk-version. „7.0 I pushed my build-scripts to github. perhaps they work on your end: https://github.com/stmh/osg-ios-build Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Also, due to my missing experience: When do I build for the Simulator? If I want to test it exclusively on the Mac? Yes. If you want to test your app on the mac from within the simulator you’ll need to build for the simulator. The compile-link-test cycles are much faster on the simulator, but you’ll experience some opengl-glitches. If you use my build-scripts, you can switch between device/simulator from within xcode for your own project. cheers, Stephan ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
hi sebastian, good to hear its’ working on your end. There’s a simple iOS example, you’ll have to enable BUILD_OSG_EXAMPLES in cmake / build-script. cheers, Stephan Am 11.03.2014 um 10:52 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: And again, cleaning the project and rebuilding it came up with a clean build. Thank you so much. :-) Now I need to build a small project using it. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Sebastian, I don't have Mac expertise, but I do know there have been various changes to svn/trunk and the OSG-3.2 branch that tackle build issues so it might be worth checking these out. Robert On 7 March 2014 19:11, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi, I indeed ran into troubles trying to compile osg 3.2.0 using MacOS 10.8 for iOS. I followed the tutorial on the OpenSceneGraph website. Unfortunately various attempts failed with IPhoneSDK 7.0 Either there are problems with stat64 used inside osgDB or there are problems inside _types.h saying architecture not supported Since this are my first steps in MacOs I'm quite clueless here ;-) Anyone having any hints? Hi folks, I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? Cheers Sebastian ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Robert, I've tried the trunk too, with the same results. But thank you for your advise. Maybe one of the iOS experts can give me some hints regarding the iOS 7.0 SDK. Cheers Sebastian Hi Sebastian, I don't have Mac expertise, but I do know there have been various changes to svn/trunk and the OSG-3.2 branch that tackle build issues so it might be worth checking these out. Robert On 7 March 2014 19:11, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi, I indeed ran into troubles trying to compile osg 3.2.0 using MacOS 10.8 for iOS. I followed the tutorial on the OpenSceneGraph website. Unfortunately various attempts failed with IPhoneSDK 7.0 Either there are problems with stat64 used inside osgDB or there are problems inside _types.h saying architecture not supported Since this are my first steps in MacOs I'm quite clueless here ;-) Anyone having any hints? Hi folks, I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? Cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto: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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
HI, Am 10.03.2014 um 10:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've tried the trunk too, with the same results. But thank you for your advise. Maybe one of the iOS experts can give me some hints regarding the iOS 7.0 SDK. What’s your cmake setup? You can’t create a configuration for the simulator and then compile osg for the device or vice versa, both must match. A more detailed error-description might be useful. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Stephan HI, Am 10.03.2014 um 10:43 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de: I've tried the trunk too, with the same results. But thank you for your advise. Maybe one of the iOS experts can give me some hints regarding the iOS 7.0 SDK. What's your cmake setup? You can't create a configuration for the simulator and then compile osg for the device or vice versa, both must match. A more detailed error-description might be useful. I set it up as Simulator and Iphone directly but both failed with different error messages. As stated above in the thread I either get errors in osgDB telling mit that stat64 ist not defined or CoreServices headers are not found, or an error in _cdefs.h teling me the architecture is not supported. I've tried compiling on another Mac using the 6.1 SDK which succeded. Unfortunately I cannot ipgrade to 7.0 there right now. So basically the 7.0SDK should built with the OSG -trunk? Is there any setting which has to be done inside the generated xcode-project? Also, due to my missing experience: When do I build for the Simulator? If I want to test it exclusively on the Mac? Cheers Sebastian cheers, Stephan ___ 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] Openscenegraph iOS Development
HI, osg should work with SDK 7.0 (it does work on my end) Make sure IPHONE_SDKVER is set to the right sdk-version. „7.0 I pushed my build-scripts to github. perhaps they work on your end: https://github.com/stmh/osg-ios-build Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Also, due to my missing experience: When do I build for the Simulator? If I want to test it exclusively on the Mac? Yes. If you want to test your app on the mac from within the simulator you’ll need to build for the simulator. The compile-link-test cycles are much faster on the simulator, but you’ll experience some opengl-glitches. If you use my build-scripts, you can switch between device/simulator from within xcode for your own project. cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Stephan, Thanks for the input. I'll check your scripts this evening. Cheers Sebastian HI, osg should work with SDK 7.0 (it does work on my end) Make sure IPHONE_SDKVER is set to the right sdk-version. „7.0 I pushed my build-scripts to github. perhaps they work on your end: https://github.com/stmh/osg-ios-build Am 10.03.2014 um 10:57 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: Also, due to my missing experience: When do I build for the Simulator? If I want to test it exclusively on the Mac? Yes. If you want to test your app on the mac from within the simulator you’ll need to build for the simulator. The compile-link-test cycles are much faster on the simulator, but you’ll experience some opengl-glitches. If you use my build-scripts, you can switch between device/simulator from within xcode for your own project. cheers, Stephan ___ 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] Openscenegraph iOS Development
Hi, I indeed ran into troubles trying to compile osg 3.2.0 using MacOS 10.8 for iOS. I followed the tutorial on the OpenSceneGraph website. Unfortunately various attempts failed with IPhoneSDK 7.0 Either there are problems with stat64 used inside osgDB or there are problems inside _types.h saying architecture not supported Since this are my first steps in MacOs I'm quite clueless here ;-) Anyone having any hints? Hi folks, I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? Cheers Sebastian ___ 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] Openscenegraph iOS Development
Hi Sebastian, Am 05.03.2014 um 08:42 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? You are bound to ES1 OR ES2. It depends on the context you create. And you’ll have to setup cmake accordingly. 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? It’s hard to find the dependencies, I have some precompiled libs for curl and freetype. The hard part is to compile them for both the devices and the simulator. 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? iOS require static linking. 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? If you master the hurdle of setup and compilation of osg and its dependencies its working w/o problems. The linking times are relatively high because of the static linking requirements. One major annoyance is cmake’s inability to compile socalled universal libs. These libs contain code for the simulator and the devices (arm6, arm7, arm64). I can open source my build-scripts which creates 2 cmake-projects in different folders, compile osg and afterwards create universal libs. If there’s any interest I can setup a git repository. Here’s an example of a working ios-app, which may guide as a blueprint: https://github.com/Present3D/present3d-control (it contains also freetype + curl 3rdparty-libs) cheers, Stephan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Openscenegraph iOS Development
Hi Stephan, Thank you for you insights. If you don't mind I would message you if I have further questions. Simply tell me when I start to annoy you. Cheers Sebastian Hi Sebastian, Am 05.03.2014 um 08:42 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? You are bound to ES1 OR ES2. It depends on the context you create. And you’ll have to setup cmake accordingly. 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? It’s hard to find the dependencies, I have some precompiled libs for curl and freetype. The hard part is to compile them for both the devices and the simulator. 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? iOS require static linking. 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? If you master the hurdle of setup and compilation of osg and its dependencies its working w/o problems. The linking times are relatively high because of the static linking requirements. One major annoyance is cmake’s inability to compile socalled universal libs. These libs contain code for the simulator and the devices (arm6, arm7, arm64). I can open source my build-scripts which creates 2 cmake-projects in different folders, compile osg and afterwards create universal libs. If there’s any interest I can setup a git repository. Here’s an example of a working ios-app, which may guide as a blueprint: https://github.com/Present3D/present3d-control (it contains also freetype + curl 3rdparty-libs) cheers, Stephan ___ 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] Openscenegraph iOS Development
We do quite a bit of iOS OSG (and osgEarth) development too, shout if you have problems. On Wed, Mar 5, 2014 at 3:52 AM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Stephan, Thank you for you insights. If you don't mind I would message you if I have further questions. Simply tell me when I start to annoy you. Cheers Sebastian Hi Sebastian, Am 05.03.2014 um 08:42 schrieb Sebastian Messerschmidt sebastian.messerschm...@gmx.de: I've been requested to explore the options of OpenSceneGraph development under iOS. There are some starter tutorials, but I still have some questions (without having touched the toolchain right now) 1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2? You are bound to ES1 OR ES2. It depends on the context you create. And you'll have to setup cmake accordingly. 2. What about external dependencies, are there all available resource to get my favourites like curl, tif, freetype going? It's hard to find the dependencies, I have some precompiled libs for curl and freetype. The hard part is to compile them for both the devices and the simulator. 3. How are plugins handled? Is there some delay load mechanism, or do they have to be compiled statically into the application? iOS require static linking. 4. Last of all: How well does it work? Is the setup/building/deploy working smoothly? If you master the hurdle of setup and compilation of osg and its dependencies its working w/o problems. The linking times are relatively high because of the static linking requirements. One major annoyance is cmake's inability to compile socalled universal libs. These libs contain code for the simulator and the devices (arm6, arm7, arm64). I can open source my build-scripts which creates 2 cmake-projects in different folders, compile osg and afterwards create universal libs. If there's any interest I can setup a git repository. Here's an example of a working ios-app, which may guide as a blueprint: https://github.com/Present3D/present3d-control (it contains also freetype + curl 3rdparty-libs) cheers, Stephan ___ 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 -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training * Consulting * Contracting 3D * Scene Graphs (Open Scene Graph/OSG) * OpenGL 2 * OpenGL 3 * OpenGL 4 * GLSL * OpenGL ES 1 * OpenGL ES 2 * OpenCL Digital Imaging * GIS * GPS * osgEarth * Terrain * Telemetry * Cryptography * Digital Audio * LIDAR * Kinect * Embedded * Mobile * iPhone/iPad/iOS * Android @alphapixel https://twitter.com/alphapixel facebook.com/alphapixel (775) 623-PIXL [7495] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org