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
>
>
>
>
>
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