Thanks a lot Stephan. This is tremendous help. And very encouraging. I see
it's time to purchase the dev machine and start practical excercisses ;-)

Thanks again,
Wojtek

2012/4/21 Stephan Huber <ratzf...@digitalmind.de>

> Hi Wojciech,
>
> Am 20.04.12 17:28, schrieb Wojciech Lewandowski:
>
> > We want to port an OSG program to Ipad. This was once written on Windows.
> > We already gathered some experience on OSG/GLES when porting it to
> Android.
> > And now its time for IOS. We are completely fresh on IOS Mac programming,
> > though. So fresh, we don't even own a Mac for development station, yet.
> In
> > preparation for the task I was looking on OSG site and mailing list for
> > some guidance. My overall impression is not too rosy, though. I've found
> > posts that CMake does not work with XCode and XCode project has a
> separate
> > manually maintained repo. Since I am a such a newbie on the topic I can't
> > figure out how severe the whole picture is and how easy or messy attempt
> > could be. So I decided to just start a small poll and ask these few
> > questions directly:
>
> CMake and XCode:
>
> XCode is now distributed via the mac app store, the app resides in the
> app-folder, and not as in previous versions in a dedicated folder called
> "/Developer" Older versions of Cmake required that xcode lives in
> /Developer. This broke project generation for xcode. Fortunately the
> nightly builds available at cmake.org include a bug fix, so cmake is
> working again for os x and ios.
>
> CMake generated project files vs hand-maintained xcode-project files on
> github (https://github.com/stmh/osg/tree/iphone
>
>
> cmake:
> + project files for most of the plugins
> - generated project files work either for the simulator or for the
> device (you'll need two xcode project files for sim and device)
> - no working example app
>
> hand-maintained xcode-project-files via github branch:
> + project can compile libs for device and lib
> + project can be embedded in other xcode-project and xcode can resolve
> all dependencies automatically.
> + working examples
> - only a handful plugins are supported
>
>
>
> > - Is IOS/OSG environment mature enough to attempt a more advanced
> > application than test samples ?
>
> I think it's stable enough to do serious work. AFAIK there are some apps
> in the wild from Thomas Hogarth and I published a small app two weeks ago.
>
> > - For larger app would you recommend XCode or command line Cmake build ?
>
> AFAIK It's necessary to use xcode for building an ipad app (codesigning
> for example), but you can compile your xcode project from the
> commandline using xcodebuild, which works good enough. I'd recommend xcode.
>
> > - I have read that XCode can be quite unresponsive with OSG project on
> Mac
> > mini. Could you recommend some minimal HW configuration to handle the
> > environment and allow for comfortable work ?
>
> yes, that's true, xcode need a lot of cycles to open and munge the
> osg-project files, you can avoid this by compiling the osg libs and
> -plugins with xcodebuild via the command line; and, you'll do this only
> once to get a set of libs you can use for your further development tasks.
>
> So, basically you compile your osg libs and plugins once, set up your
> project and use the libs from there. Working on your own project with
> xcode is fast and flawless, so no worry about that. (linking will take
> its time though)
>
> A recent mac with plenty of RAM (xcode tends to use all available RAM it
> can get) and a lot of cores :) will suffice. I think an midsized
> quadcore iMac would be a good start. I do most of my development with a
> two year old MacBookPro with 8GB RAM and a 256GB SSD and on a four year
> old quad core Mac Pro.
>
> > - Can OSG/GLES program be tested on IPAD emulator on Mac ? We could not
> do
> > it with Android (last week version of Android SDK  supposedly changes
> that)
> > ?
>
> If you compile osg for simulator and device, and adjust the project
> settings accordingly then you can test your app on the simulator and on
> the device. In my experience the simulator is slower than the actual
> device and you'll notice some artefacts/errors when rendering opengl es
> from within the simulator.
>
> I have a set of universal libs of osg which work for the device and for
> the simulator. If there's any interest I can share them online. (Built
> from the handmaintained xcode-project via github)
>
> The hard part with osg + ios is to get a set of working libs for
> simulator and device. If you have your libs and plugins in place
> development is as easy as with other platforms besides the longer
> compile-test/debug-on-device-cycles.
>
> > - OSG development on Android in my opinion is far from perfect situation
> > (comparing to Linux or Windows). If you had an experience with both
> Android
> > and IOS can you just say if development for IPAD is simpler or tougher ?
>
> I don't have any experience with android, but when you have a set of osg
> libs ready for development, the experience is quite good. As xcode
> compiles your code while you are typing most of the common errors are
> spotted in realtime. The link times are really long, most notably for
> debug builds.
>
> Here's my personal setup:
>
> * I am using the handmaintained xcode-project files mostly because I do
> not need all the plugins
> * I have a dedicated old mini with continuous integration via hudson,
> which checks the iphone branch from github for changes and compiles all
> libs and plugins for simulator/device/debug/release. Via a shell script
> I combine the simulator and device libs to create so-called universal
> libs. If nothing went wrong headers, libs and plugins get committed to
> subversion automatically.
> * I am using xcode for my ios-apps, setting include-paths and header
> paths accordingly and that's it.
> * Most of the time i do release builds for testing, as linking the
> debug-targets takes a reasonable amount of time and are slow on the
> device and on the simulator.
>
>
>
> hope that helps.
>
> cheers,
> Stephan
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