Hi,
me too, Android.

I have a completely compiling OSG build for Android (as static library only). I 
have did some mods to OpenThreads (rough... ;-), the buildsystem here and there 
and added some guarded includes for Android. Even osgViewer seems to compile 
just fine (I use GraphicsWindowEmbedded as dummy implementation).

What is missing now is the connection between Android-Java and OSG.
I will explain first how GL-Setup and Rendering is done with Android.
The first steps are always done with Java, as the native kit does not support 
EGL or any other window handling. It is just able to do raw openGL ES calls 
(what khronos headers provide).
Well, in the Android-Java-Environment, a GLSurfaceView ist created, which 
creates an EGLContext. Then, a GLSurfaceView.Renderer is attached to this 
GLSurfaceView. The renderer is called in a thread-loop (in the JVM) and draws a 
single frame with each call. These calls can then call (via JNI) native 
implementations for drawing with a native openGL-lib.

And thats what I need now, a way to manually request a drawing-operation for a 
scene. I would start with one scene first, and see how that could work. What I 
understand of osg is, that it provides always at least one thread to do all the 
work (Threading-Model Singlethreaded as simplest example). Here, I have to 
provide a way, to remove the actual drawing request (but still doing event 
handling seems fine) and offer some way for the JVM-Render-Thread to execute 
the rendering for a single frame (of the scene).
I believe, the needed modifications can be done in osgViewer, but I don't 
really understand how osg starts to render a single frame, e.g. which class 
calls which class (especially which class is the root for starting off to 
render a frame). Okay, I will do some more rtfs, but perhaps someone can 
enlighten me and give me some hints on how to do it the best way. 

Cheers,
Rutton

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http://forum.openscenegraph.org/viewtopic.php?p=31086#31086





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