OSG on mobile devices is something I've thought about a little, but haven't
actually made any progress with. Here are the thoughts I've had:

You'd need to add support code for EGL, of course.

You'd need to define your own Drawables that limit their rendering commands
to the OpenGL ES API supported by your target platform. You'd also need to
limit usage of the state modes and attributes in the same way.

Code size might be an issue and you might need to cull unneeded classes out
of the OSG library (e.g., ArgumentParser comes to mind, as well as others
that you can probably live without).

Finally you'd need to look at what, if any, 2D and 3D files you'd need to
load and deal with the whole art path issue.

Hope that helps,
   -Paul


> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Mike Wozniewski
> Sent: Thursday, November 23, 2006 2:26 PM
> To: osg users
> Subject: [osg-users] Running OSG on mobile devices
> 
> Hi all,
> 
> Could anyone point me to some resources/literature regarding 
> OSG on mobile devices?
> 
> Note, that I am only slightly interested in rendering 3D 
> graphics on the device. It would obviously be nice, but my 
> first step is to compile and run a 3D audio application. It 
> heavily relies on OSG for the arrangement and computation of 
> audio, but does not use a 'viewer' of any sort. It still 
> however requires that OpenGL libraries are installed... I've 
> heard of something called "PocketGL". Has anyone heard if OSG 
> can compile against this smaller library instead of regular 
> OpenGL 1.1+ ? What about OpenThreads?
> 
> Any thoughts / directions would be greatly appreciated, -Mike 
> Wozniewski
> 
> 
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