Re: [osg-users] Openscenegraph iOS Development

2014-03-19 Thread Sebastian Messerschmidt

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


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Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt

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.




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Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread 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. 

And please: Post the exact error-messages, the complete output of the 
linking-stage. 

cheers,

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Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt

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


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Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread Sebastian Messerschmidt

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


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Re: [osg-users] Openscenegraph iOS Development

2014-03-18 Thread michael kapelko
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


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Re: [osg-users] Openscenegraph iOS Development

2014-03-16 Thread Stephan Maximilian Huber
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.
 
 
 
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Re: [osg-users] Openscenegraph iOS Development

2014-03-16 Thread Sebastian Messerschmidt

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.




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Re: [osg-users] Openscenegraph iOS Development

2014-03-14 Thread Sebastian Messerschmidt

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.




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Re: [osg-users] Openscenegraph iOS Development

2014-03-11 Thread Sebastian Messerschmidt

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
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Re: [osg-users] Openscenegraph iOS Development

2014-03-11 Thread Sebastian Messerschmidt

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
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Re: [osg-users] Openscenegraph iOS Development

2014-03-11 Thread Stephan Maximilian Huber
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.

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Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Robert Osfield
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




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Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Sebastian Messerschmidt

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




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Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Stephan Maximilian Huber
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

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Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Sebastian Messerschmidt

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



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Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Stephan Maximilian Huber
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
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Re: [osg-users] Openscenegraph iOS Development

2014-03-10 Thread Sebastian Messerschmidt

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
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Re: [osg-users] Openscenegraph iOS Development

2014-03-07 Thread Sebastian Messerschmidt

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




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Re: [osg-users] Openscenegraph iOS Development

2014-03-05 Thread Stephan Maximilian Huber
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
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Re: [osg-users] Openscenegraph iOS Development

2014-03-05 Thread Sebastian Messerschmidt

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
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Re: [osg-users] Openscenegraph iOS Development

2014-03-05 Thread Chris Hanson
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
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