Re: [osg-users] Android on windows?

2012-04-21 Thread Jan Ciger

On 04/21/2012 08:27 AM, Akilan Thangamani wrote:

Hi

I gone through many installation procedures of osg with android. All emphasized 
on linux. Nowhere I could find for windows. Can android be configured with 
X-windows system only?



It is documented on the wiki and the general Android SDK/NDK 
installation for Windows is on the Google download site.


However, from experience, working on Linux is *a lot* easier, because 
the Android tools rely on a lot of programs that are not available on 
Windows by default - you have to use Cygwin, do gymnastics with PATH 
variables, sometimes hack the Android makefiles ... It is quite pain.


Regards,

Jan
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Re: [osg-users] First OSG application on Ipad

2012-04-21 Thread Wojciech Lewandowski
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 

> 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

Re: [osg-users] First OSG application on Ipad

2012-04-21 Thread Stephan Huber
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,

Re: [osg-users] Android on windows?

2012-04-21 Thread Jorge Izquierdo Ciges
Not at all, you just need a system with Cmake in command line and a NDK
package compatible (There are only for windows, mac and Linux). And yes
there are people working with Osg for Android in Windows, Mac and Linux.
Linux and Mac are just more straightforward to work. If you search the
forum there where one or two persons that confirmed working versions on
Windows.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-21 Thread Torben Dannhauer
Hi,

I personally prefer the design on http://webkeux.com/osg/ over the one on 
openscenegraph.com

regarding the beginner stuff: I suggest we differentiate betwen "Getting 
started" and "Setup a BuildEnvironment".

As I started with OSG in 2009, the biggest hurdle was the build environment.
These instructions are quite lengthly, so I suggest to factor them out of the 
getting started tutorial.
Maybe we could have common beginner tutorials ("Getting started" and others) on 
the one hand and platform specific "Setup Build Environment" tutorials (per OS 
and/or per used Buildtools) on the other. The getting started tutorial could 
refer to the platform specific instructions at the beginning.

I think this refactoring would reduce the "wall" a lot because it is more 
clearly which tutorials are relevant for a beginner (usually two, the getting 
started and his specific setup Build Environment.

Cheers,
Torben

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47191#47191





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[osg-users] osgShadow and node masks

2012-04-21 Thread Garth D


Hi all,

I was wondering if someone could help me out with respect to correcting 
my understanding of shadows and node masks. I am using OpenSceneGraph 3.0.1.


I have created a scene, including a osgShadow::ShadowedScene. I have set 
the node mask for receiving shadows (via setReceivesShadowTraversalMask) 
to 1, and the mask to cast shadows (via setCastsShadowTraversalMask) to 
2. I am using ShadowTexture- I have not been able to get the other 
techniques to work properly.


I have some text (osgText::Text) that I wish to attach to an animated 
model, screen-facing. I neither want to cast nor receive shadows from 
this text. The text is attached to a osg::Geode, which is attached to a 
osg::MatrixTransform, which the model is also attached to, indirectly. 
Up the tree a little bit, the osgShadow::ShadowedScene can be found.


If I leave the Geode as-is, it takes the default all-bits-set node mask, 
and casts a shadow. If I set it to 2, it casts a shadow. If I set it to 
1, it doesn't cast one, but receives shadows from objects in the scene.


If I then set the Geode node mask to 0, or 4, both of which should 
indicate no shadow casting or receiving (as bits zero and one are not 
set), the text vanishes entirely.


Now, obviously it shouldn't do that.

I saw similar symptoms when playing with osgEphemeris, but didn't dig 
into it further when I shifted away from using it.


If believe that if I reparent the scene so that it lies outside of the 
ShadowedScene, it appears correctly. This is because I have a scene 
fadeout using RTT, and I reparent the scene so that it does not touch a 
ShadowedScene in this case, and the text appears again during the 
transition.


I am wondering if my understanding of node masks and how they interact 
with osgShadow is correct. If not, if someone could indicate where and 
how I am using them incorrectly, it would be appreciated.


I was also wondering with respect to modern-day usage, which parts of 
osgShadow would be considered most reliable and mature.


Cheers,
Garth
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