Hi Jorge,

Thanks for the explanation on Android version and viewer status.

Could you or Rafa add a mention Android support into the
OpenSceneGraph/README.txt and a READEME.txt  in the Android example
application that point users to what is what.   For an
directory/application I'd suggest something like osgviewerAndroidGLES1
or simply osgviewernAndroid. With thie README.txt's in place I think
the example would be ready to check into OSG svn/trunk.

Thanks to Rafa and yourself for your efforts on Android,

Robert.

On Fri, Mar 11, 2011 at 8:40 PM, Jorge Izquierdo Ciges
<[email protected]> wrote:
>> 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?
>
> I see it hard as it is right now. Robert until Android 2.3 and 3.0 get in
> the market the people will deliver their applications an will want to do
> them to work in 2.1/2.2 Android. Unlukly of us only 2.3 and 3.0 have a
> Native Activity class that can be centralized. For those it will be easy to
> make a osgAndroidActivity class with all the ups and downs that has Android
> and with the ability to have context initialized. In a future line (because
> debugging and testing osg in emulator is really difficult practically
> impossible) it was one of our thoughts.
> But for those older systems they need the same amount as code as you've
> seen. They need a Java part that makes Activity, a part that does EGL
> context and a Jni part to expose everything you want to expose of your C++
> application. Inside the C++ code the setup is really small and works
> withouth context (we haven't found any way to pass it). The good news is
> that our code can be reused a 100% for small applications. Bigger
> applications with other needs than a keyboard and multitouch input probably
> will need to code other Activities or some new JNI from C to Java.
>>
>> 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.
>>
>
> Yes that something that Rafa and I were expecting and that's why we didn't
> rely too much upon them. The main trouble was that every OpenGL ES command
> was pointed to null so i changed the code in GLExtensions to do a proper
> call to the library and fixed it. I'm waiting to Rafa to check it out. I was
> also thinking until there were a better solution to the context trouble to
> make the call for OpenGL and GLSL version to return some standard values.
> Right now they return a pretty 0.
> I didn't properly test the automated shaders but the biggest issue they had
> was the lack of a precission instruction at the begin of the code. With that
> instruction it could be compiled the shader probably.
>
> Thanks for all ^^
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>
>
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