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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