On 10-12-01 9:03 PM, Ulrich Hertlein wrote:
On 2/12/10 12:49 , Mike Wozniewski wrote:
Just wondering about the feasibility of posting something on the app store due 
to size
constraints. I'm noticing that OSG is pretty massive:

$ du -hs *.a
328K    libOpenThreads.a
240M    libosg.a
  51M    libosgAnimation.a
116M    libosgDB.a
  34M    libosgFX.a
  75M    libosgGA.a
  67M    libosgManipulator.a
  75M    libosgParticle.a
  25M    libosgPresentation.a
  69M    libosgShadow.a
  56M    libosgSim.a
  24M    libosgTerrain.a
  32M    libosgText.a
227M    libosgUtils.a
547M    libosgViewer.a
  31M    libosgVolume.a
  92M    libosgWidget.a
What sort of a build is this?  Debug or release?  Device or simulator?
The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are far 
lower:

5.5M    libosg.a
1.2M    libosgAnimation.a
1.7M    libosgDB.a
408K    libosgFX.a
1.2M    libosgGA.a
692K    libosgManipulator.a
848K    libosgParticle.a
484K    libosgPresentation.a
952K    libosgShadow.a
1020K   libosgSim.a
384K    libosgTerrain.a
616K    libosgText.a
3.1M    libosgUtil.a
1.2M    libosgViewer.a
448K    libosgVolume.a
744K    libosgWidget.a

/uli

This is a release/device build (Xcode 3.2.4), but oddly, the debug build is pretty similar... just slightly larger (eg, 244M for libosg.a rather than 240M).

I don't get it. Why are yours so small? ... I did a clean checkout of the iphone git branch today and built with the existing project settings. Hm... I see that I'm building for both arm6 and arm7. This means a universal build will be generated, and will be larger. Are you optimizing for only one architecture (arm7?).

Thanks
Mike
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