Hi Jorge,

On Fri, Mar 11, 2011 at 10:37 AM, Jorge Izquierdo Ciges
<[email protected]> wrote:
> Robert that is a code example for the people. Something to make them use osg
> in Android more actively. But Rafa and I don't see where you could put it
> because it can't be compiled as the other examples. This Android OSG example
> requieres java, sdk and ndk compilation that makes it hard to integrate.

I've just had a quick look at the example and I see what you mean
about it not being like other examples, it's rather more complex than
the usual C++ examples.  For now I won't attempt a check in of this
example, I'll let members of the community test it and provide their
own comments and suggestions.

Do you see any opportuinties for centralizing the setup so that other
codes could reuse them, or do you think we'll need to include a
similar amount of set up code for all Android applications?

> About GLES2 is still a work in progress and we will send the submission as
> soon as possible.

The automatic GLES2 shader generation which to to provided some basic
rendering functionality out of the box  is not actually written for
GLES2, instead it crudely reuses the osgUtil::ShaderGenVisitor that
convertes fixed function scene graphs into GLSL shader based
equivilants.  The GLSL code is OpenGL 2.0 spec though, so might well
be the source of problems if you are relying upon this.

Using your own shaders shouldn't incurr any problems associated with
use of ShaderGen.

> In other note Robert i've made a little bit of documentation. How do you
> want to send it/arrange it for wiki?

Positing the documentation on the wiki would be the best thing to do.
To get write access you'll need to get the serve admin Jose Luis
Hidalgo to add edit permission for you, I've cc'd him on this email.

Cheers,
Robert.
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