Hi Martin,

It's great to hear you've got to the bottom of this issue.  Unfortunately I
don't yet have Android build tools installed on my dev machine so can't try
out your suggested changes.  Could you post the modified files so that I
can review them and get them checked in.

A more up to date example would be great.  I have to defer to other Android
contributors to help dev and testing.

Robert.


On 20 January 2014 18:24, Martin Siggel <[email protected]> wrote:

> Hi everyone,
>
> I am new to the OSG community. I often read in the forum, that it is
> practically impossible to run OSG code inside the android emulator. Indeed,
> both examples shipped with the OSG source are crashing.
>
> However, the culprit is the wrong selection of the EGL configuration. This
> is because we want to have a configuration with an 8 bit stencil buffer and
> a 16 bit depth buffer (chosen from the constructor in
> src/osg/AndroidExample/EGLview.java) which is not available in the
> emulator. If we let EGL completely decide by its own, which configuration
> works (by setting both values to zero), the code will run fine in the
> emulator.
>
> When setting the debug variable to true, EGLView prints out some infos
> about the available configurations of the emulator. Interestingly, the
> android emulator (and also the genymotion emulator) supports a
> configuration with 24 bit depth buffer and 8bit stencil buffer. Thus at
> least on my system using
>
> init(true, 24, 8);
>
> works also. I assume, that depends on the underlying OpenGL implementation
> of the systems graphics driver.
>
> Since, I am developing an android application based on OSG, I could
> contribute a sample app with a more modern UI than the both GLES examples.
> So if you guys are interested, I can share the code with you or make a new
> example with the ICS-style UI (including actionbar and application drawer).
>
> Cheers,
> Martin
>
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>
>
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