Hi Ryan, I can't comment on the issues of getting external dependencies to compile under iOS, this I'd have to defer to those who have worked under iOS and with these 3rd party libraries.
What I would add is that my expectation for mobile and embedded application develop is that the constraints of the system would be tight enough that you'd want to minimize the number of dependencies your application has to keep the runtime memory footprint as well as use of space and bandwidth on the device. Secondy you would typically want to optimize the databases to work within the constraints of the device, either the GL target or simply the number textures, fillrate and vertices per second that the database can handle. Combine all these constraints together and you would naturally lean towards using native binary formats like .osgb and offline pre-processing all databases for the target. The pre-processing of database would be done on a workstation with all the 3rd party dependencies you'd need to enable import of the data you need. Once could potentially do this procesing in the cloud at runtime too. Robert. On Tue, Mar 29, 2011 at 2:37 PM, Ryan Atkins <[email protected]> wrote: > Has anyone had success getting the VRML plugin to work in iPhone / iOS? > > I see that it requires OpenVRML which from their website has depends on Boost > and some other optional libraries like libpng & libjpeg. > > Also, has anyone have any luck with these other formats? > DAE > OBJ > FBX > 3DS > > > Thanks, > Ryan > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=38009#38009 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

