Hello, Well, one thing to do would be to change from static linking to linking OSG dynamically. The OpenCV project does this using their OpenCV Manager app. The main Activity in Android calls an asynchronous init that connects with the manager. That manager downloads (if required) the proper version of OpenCV for your device from the market and loads the shared library(ies) for you. Then a callback in the app is called and you don't need to bother with loading the .so anymore.
It is a pretty nifty mechanism - it saves the huge linking times, because the OpenCV is linked dynamically, you don't need to redistribute the OpenCV binary with your app, it gets downloaded and updated automatically and you don't need to try to figure out the path where to load the libraries from (and which ones to load). I think this type of setup could be extended for OSG too. The description of the system is here: http://docs.opencv.org/android/service/doc/index.html?highlight=manager Jan On Wed, Nov 21, 2012 at 9:35 AM, Jorge Izquierdo Ciges <[email protected]>wrote: > Truth is that it is more or less that way. Still your dylib seems a little > bit huge to me, my usual examples and code with OSG stay in a 12-15-17 mark > depending on plugins and 3rd party... 170 i think is too much... The static > with 1Gb that's unavoidable and the reason why my pc is suffering a lot > handling my compilations. > > Still check your building process of your dylib, maybe you are including > several more libraries or something like that. > > > 2012/11/21 Philip Lamb <[email protected]> > >> de, the libraries are weighing in at over 1GB per architecture. Once >> linked into a dylib, the finished product is still over 170MB per >> architecture.By way of comparison, the same type of build on iOS weighs in >> at around 40MB total for 2 architectures. > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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