Rafa Gaitan <rafa.gaitan@...> writes: > > > Hello Christian, > Just to clarify a little bit the things: > > - All the versions until 3.3.2 (I think that's the last one), should be compiled using the old system (generating the Android.mk files through cmake) > > - Newer version must use the new Toolchain mechanism > > Both methods are explained here: http://www.openscenegraph.org/index.php/documentation/platform-specifics/android > > > Regarding the examples inside OSG, I don't know the current status, as far as I know Jordi made them work but I usually use osgAndroid. FYI I changed the repository of osgAndroid to github, seems that gitorious has been absorbed by gitlab, so I moved it out. The new url is: https://github.com/corsario/osgAndroid > > > Regarding the thirdparty dependencies with the new Toolchain, you are right, is something I forgot to add into cmake when I was cleaning it up for building for Android. I'll try to do it once I had some time. > > On the other hand, you must build OSG either GLES1 or GLES2. If you build it against GLES2 then you need to add your own shaders to see something on screen, of course the example for GLES2 won't work if OSG was built with GLES1 and the GLES1 example won't show anything if OSG was compiled with GLES2, I apologize if this was already clarified :) > > Best regards, > Rafa. > > >
Then how do I use the toolchain file for compiling examples that are imported in Eclipse ? I don't fully understand the toolchain mechanism further than basically compiling the libraries (which went successfull so far). _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

