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 > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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