Hi Serge,

Sorry to disappoint you but this is not for Android. I am working on
chrome browser. What I am doing right now is not very interesting to
the community. I am just trying to exercise chrome's gpu process that
supports gles2 for testing and debugging. But one project I am
interested in doing and useful for the community would be porting osg
to work on native client (http://code.google.com/p/nativeclient).
Native client will support gles2 api. OSG should be useful for 3D web
apps using nacl.

-Alok

On Wed, Dec 2, 2009 at 12:10 AM, Serge Lages <[email protected]> wrote:
> Hi Alok,
>
> I can't help you with your problem, but please tell me that your're doing an
> Android port of OSG ! :)
>
> Cheers,
>
> On Wed, Dec 2, 2009 at 7:29 AM, Alok Priyadarshi <[email protected]> wrote:
>>
>> Hi Robert,
>>
>> I am a software engineer at Google. We are evaluating using osg with
>> OpenGL ES 2.0 backend in an internal project. Thanks for adding the
>> support for ES.
>>
>> My first task is to compile and run the examples on ES 2.0 emulator
>> (imagination technologies on windows). I have been able to compile all
>> core libraries by tweaking cmake options:
>> 1. OPENGL_egl_LIBRARY: libEGL
>> 2. OPENGL_gl_LIBRARY: libGLESv2
>> 3. OPENGL_glu_LIBRARY:
>> 4. Check OSG_GLES2_AVAILABLE; uncheck everything else
>> Is this the recommended way to customize build for ES?
>>
>> I am getting link errors in osgViewer because it includes wgl
>> functions. Has anyone tried implementing osgViewer using EGL? Is that
>> the preferred long-term solution? Is there any short-term trick to
>> make it work?
>>
>> Thanks in advance,
>> -Alok
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> --
> Serge Lages
> http://www.tharsis-software.com
>
> _______________________________________________
> osg-users mailing list
> [email protected]
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>
>
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