Re: [osg-users] Creating Custom Render Loop with the Leap Motion?
Hi, I've made quite good progress on a OSG Leap Motion Integration for use as CameraManipulator, I call it osgLeap by now. In a few days I will release the code publicly. Thank you! Cheers, Johannes -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55453#55453 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] HUD 2d animation
Hi all, I've tried to post on the forums but they seem to have been out of order for a while. So here goes. We're in the process of adding an animated 'Currently loading, please wait' icon to our loading screen, Basically, I thought about using ~30 images and showing them one by frame, so that it looks animated. I know there are ways to use AVIs or GIFs to achieve this, but due to the lack of good transparency support, I chose to use PNGs that have transparency. I see two ways to achieve this: 1) ~30 images on the same PNG file, and use that file as a texture on a quad, and move the texture coordinate on the appropriate location each frame 2) ~30 images, each in their on PNG file, and change the texture on the quad, once per frame. I was wondering what was the generally proffered method, and if there was other alternatives. Thanks! -- Alexandre Vaillancourt ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Very slow first "frame()" visualizing one big geode
Hi Ale, The stall will be the OSG compiling display lists on the first frame. For models with large numbers of vertices like what you have described it's typically best to switch on use of vertex buffer objects via geometry->setUseVertexBufferObjects(true); Robert. On 25 July 2013 16:35, Ale Maro wrote: > Hi, > > I am testing the visualization of single geodes with around 3 million > triangles or more. > After loading the model in background (using both OSG STL plug-in or my > loader) and adding it to the scene, my QT application freezes for several > seconds, it seems becouse the first call to "frame()" after addChild is very > slow. > After that performances are very good. > It happens also using OSG examples. > Do you have any suggestion to speed up first frame and avoid freezing? > > Thank you! > > Cheers, > Ale > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=55450#55450 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Very slow first "frame()" visualizing one big geode
Hi, I am testing the visualization of single geodes with around 3 million triangles or more. After loading the model in background (using both OSG STL plug-in or my loader) and adding it to the scene, my QT application freezes for several seconds, it seems becouse the first call to "frame()" after addChild is very slow. After that performances are very good. It happens also using OSG examples. Do you have any suggestion to speed up first frame and avoid freezing? Thank you! Cheers, Ale -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55450#55450 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.2.0 stable release tagged!
Hi Robert, Thanks a lot for all your work ! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55446#55446 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSMesa
Hi, Ok I get the situation :) It seems like OSMesa is standalone version of OpenGL and opengl32 is version with GDI (on windows). Calls from application uses OSMesa, but calls from OpenSceneGraph uses opengl32 (I dont know why there are no linker errors). Even if I put mesa opengl32 gdi library in same directory, these two are different libraries. Context is created in osmesa.dll but used in opengl32.dll. It would be easy if osmesa was binary compatible with windows opengl32, but it is not (obviously) Right now I'm trying to compile whole osg with OSMesa. Thank you! Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55445#55445 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] setProjectionMatrix and FOV
musla wrote: > > Maybe this will help someone. > Thanks Tomas and Paul, this helped me a lot! Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55443#55443 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSMesa
Hi Filip, I haven't tried using mesa in this so can't comment speciifcally on this usage. For testing purposes I would recommend trying out the GraphicsWindowEmbedded functionality that workarounds the need for fully funcitoning GraphicsWindow. Have a look at the osgviewerSDL example to see how you can do this. Robert. On 25 July 2013 12:28, Filip Arlet wrote: > Hi, > > As fallback for offscreen rendering on computers without GPU I use Mesa3D. > (http://www.mesa3d.org/brianp/sig97/offscrn.htm) chapter 6. > > Everything works great in simple test program, but when I create custom > context subclassing osg::GraphicsContext and write methods and viewer. > OpenSceneGraph tells me, that I dont have valid context, even glGetString > function fails. > But when I call makeCurrent manually in simple test prgoram without rendering > by osg (only few opengl calls), everything works. It seems like linking > problems within libraries. > > Any ideas ? > > Thank you! > > Cheers, > Filip > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=55441#55441 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSMesa
Hi, As fallback for offscreen rendering on computers without GPU I use Mesa3D. (http://www.mesa3d.org/brianp/sig97/offscrn.htm) chapter 6. Everything works great in simple test program, but when I create custom context subclassing osg::GraphicsContext and write methods and viewer. OpenSceneGraph tells me, that I dont have valid context, even glGetString function fails. But when I call makeCurrent manually in simple test prgoram without rendering by osg (only few opengl calls), everything works. It seems like linking problems within libraries. Any ideas ? Thank you! Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55441#55441 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Android - NDK Compiling fails
Hi Peter, We use OSG as a static library, included in libosgNativeLib.so. This is the library that the VM loads when the application is started (a dynamic library). So the static part refers to the OpenSceneGraph libraries. Cheers. 2013/7/25 Peter Wraae Marino > Hi Jordi, > > a little follow up: > > this is what it does when it works: > > C:\Android\OpenSceneGraph-3.2\examples\osgAndroidExampleGLES2\jni>ndk-build > "Compile++ thumb : osgNativeLib <= osgNativeLib.cpp > "Compile++ thumb : osgNativeLib <= OsgMainApp.cpp > "Compile++ thumb : osgNativeLib <= OsgAndroidNotifyHandler.cpp > SharedLibrary : libosgNativeLib.so > Install: libosgNativeLib.so => libs/armeabi/libosgNativeLib.so > "Compile++ thumb : osgNativeLib <= osgNativeLib.cpp > "Compile++ thumb : osgNativeLib <= OsgMainApp.cpp > "Compile++ thumb : osgNativeLib <= OsgAndroidNotifyHandler.cpp > SharedLibrary : libosgNativeLib.so > Install: libosgNativeLib.so => libs/armeabi-v7a/libosgNativeLib.so > > > what I do not understand is why is it creating the dynamic libraries and > not the static... the documentation says we should be working with the > static. Is there something wrong or is everything as it should be? > > Thank you! > > Cheers, > Peter > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=55433#55433 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Android - NDK Compiling fails
Hi Jordi, a little follow up: this is what it does when it works: C:\Android\OpenSceneGraph-3.2\examples\osgAndroidExampleGLES2\jni>ndk-build "Compile++ thumb : osgNativeLib <= osgNativeLib.cpp "Compile++ thumb : osgNativeLib <= OsgMainApp.cpp "Compile++ thumb : osgNativeLib <= OsgAndroidNotifyHandler.cpp SharedLibrary : libosgNativeLib.so Install: libosgNativeLib.so => libs/armeabi/libosgNativeLib.so "Compile++ thumb : osgNativeLib <= osgNativeLib.cpp "Compile++ thumb : osgNativeLib <= OsgMainApp.cpp "Compile++ thumb : osgNativeLib <= OsgAndroidNotifyHandler.cpp SharedLibrary : libosgNativeLib.so Install: libosgNativeLib.so => libs/armeabi-v7a/libosgNativeLib.so what I do not understand is why is it creating the dynamic libraries and not the static... the documentation says we should be working with the static. Is there something wrong or is everything as it should be? Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55433#55433 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-3.2.0 stable release tagged!
Hi Robert, Congratulations and thanks for your hard work! :) Regards. 2013/7/24 Robert Osfield > Hi All, > > This afternoon I tagged the 3.2.0 stable release, and just now have > begun updating the OSG website. We don't have any binaries yet, if > you will be building some let me know and I can provide links to them. > > Press release (a bit combled together, feel free to suggest revisions ;-) > > > http://www.openscenegraph.org/index.php/community/press-releases/143-openscenegraph-3-2-release > > Downalods page: > > > http://www.openscenegraph.org/index.php/download-section/stable-releases > > Source code: > > Zip file containing source code : OpenSceneGraph-3.2.0.zip > Subversion tag for 3.2.0 : svn co > http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.0 > OpenSceneGraph > > Key deliverables: > > Improvements to OpenGL ES 1.1 and 2.0 support, including platform > specific extensions > Revamped QTKit, imageio and quicktime plugins for improved support > of iOS and OSX > New avfoundation plugin for reading video on iOS and OSX > New ktx plugin for reading Khronos Texture Files > New OpenGL extensions support including compute shaders, > tessellation shaders, integer array formats and associated Vec* > classes, primitive restart > Improvements to osgManipulator NodeKit that introduce new > manipulators and improve flexibility and customizability > Updates to osgQt to support Qt5 and provide better support for Qt4 > New osgGA::Device base class for recieving from and sending events > to both real and virtual devices in a generic, extensible way > New ZeroConf, RestHTTP and OSC plugins to enable remote control of > applications such as controlling desktop systems from tablets and > phones > Improvements to osgVolume NodeKit and DICOM plugin for better > medical visualization > New TrackVis .trk track files plugin for the visualization of brain > scans. > Improvements to osgPresentation NodeKit and Present3D application > to make it possible to create non-linear interactive, remote > controlled shows > New osgViewer::ViewConfig class with range of implementations to > make it easier to configure viewers for advanced rendering support > Support for GPU based Keystone correction with onscreen editing > making it possible to use low cost projectors in off axis setups > Clean up of osg::Geometry class removing all deprecated slow path > API's resulting in a smaller and faster Geometry class > Addition of deprecated_osg namespace and deprecated_osg::Geometry > class that provides deprecated BIND_PER_PRIMITIVE and array indices > APIs to add with porting > New ViewDependentShadowMap shadow rendering class that combines > enables robust combining of parallel split and perspective shadow map > techniques > Updates of plugins to work with the latest FBX, ffmpeg, NVTT, > OpenVRML, LibVNCServer releases > > Many thanks to everyone that has contributed to this release, both in > coding and testing/debugging. You've been awesome!! > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Android - NDK Compiling fails
Hi Jordi, that worked! thanks it only needs to be more generic and perhaps committed to the repository.. it seems that everybody gets stuck here. thanks, Peter Jordi Torres wrote: > Try this: > > LOCAL_LDLIBS := -llog -lGLESv2 -ldl -lz > /path-to-your-android-ndk-r8e/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi-v7a/libgnustl_static.a > > > I think it should be enough. > > > > 2013/7/25 Peter Wraae Marino < ()> > > > sure here it is... but like i mentioned i tried many different > > combinations also the one you described. > > > > > > Code: > > LOCAL_PATH := $(call my-dir) > > > > include $(CLEAR_VARS) > > > > LOCAL_MODULE := osgNativeLib > > ### Main Install dir > > OSG_ANDROID_DIR := C:AndroidOpenSceneGraph-3.2osginstall > > LIBDIR := $(OSG_ANDROID_DIR)/obj/local/armeabi > > > > ifeq ($(TARGET_ARCH_ABI),armeabi-v7a) > > LOCAL_ARM_NEON := true > > LIBDIR := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a > > endif > > > > ### Add all source file names to be included in lib separated by a > > whitespace > > > > LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include > > LOCAL_CFLAGS := -Werror -fno-short-enums > > LOCAL_CPPFLAGS := -DOSG_LIBRARY_STATIC > > > > ### which one, I would think the static, but some people in the forum say > > the shared.. makes no sense?... libgnustl_shared lgnustl_static > > LOCAL_LDLIBS := -llog -lGLESv2 -ldl -lz -lgnustl_static > > LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp > > OsgAndroidNotifyHandler.cpp > > LOCAL_LDFLAGS := -L $(LIBDIR) > > -losgdb_dds > > -losgdb_openflight > > -losgdb_tga > > -losgdb_rgb > > -losgdb_osgterrain > > -losgdb_osg > > -losgdb_ive > > -losgdb_deprecated_osgviewer > > -losgdb_deprecated_osgvolume > > -losgdb_deprecated_osgtext > > -losgdb_deprecated_osgterrain > > -losgdb_deprecated_osgsim > > -losgdb_deprecated_osgshadow > > -losgdb_deprecated_osgparticle > > -losgdb_deprecated_osgfx > > -losgdb_deprecated_osganimation > > -losgdb_deprecated_osg > > -losgdb_serializers_osgvolume > > -losgdb_serializers_osgtext > > -losgdb_serializers_osgterrain > > -losgdb_serializers_osgsim > > -losgdb_serializers_osgshadow > > -losgdb_serializers_osgparticle > > -losgdb_serializers_osgmanipulator > > -losgdb_serializers_osgfx > > -losgdb_serializers_osganimation > > -losgdb_serializers_osg > > -losgViewer > > -losgVolume > > -losgTerrain > > -losgText > > -losgShadow > > -losgSim > > -losgParticle > > -losgManipulator > > -losgGA > > -losgFX > > -losgDB > > -losgAnimation > > -losgUtil > > -losg > > -lOpenThreads > > > > include $(BUILD_SHARED_LIBRARY) > > > > > > > > > > -- > > Read this topic online here: > > > > http://forum.openscenegraph.org/viewtopic.php?p=55429#55429 > > (http://forum.openscenegraph.org/viewtopic.php?p=55429#55429) > > > > > > > > > > > > ___ > > osg-users mailing list > > () > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > -- > Jordi Torres > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55432#55432 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Android - NDK Compiling fails
Try this: LOCAL_LDLIBS:= -llog -lGLESv2 -ldl -lz /path-to-your-android-ndk-r8e/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi-v7a/libgnustl_static.a I think it should be enough. 2013/7/25 Peter Wraae Marino > sure here it is... but like i mentioned i tried many different > combinations also the one you described. > > > Code: > LOCAL_PATH := $(call my-dir) > > include $(CLEAR_VARS) > > LOCAL_MODULE:= osgNativeLib > ### Main Install dir > OSG_ANDROID_DIR := C:\Android\OpenSceneGraph-3.2\osginstall > LIBDIR := $(OSG_ANDROID_DIR)/obj/local/armeabi > > ifeq ($(TARGET_ARCH_ABI),armeabi-v7a) > LOCAL_ARM_NEON := true > LIBDIR := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a > endif > > ### Add all source file names to be included in lib separated by a > whitespace > > LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include > LOCAL_CFLAGS:= -Werror -fno-short-enums > LOCAL_CPPFLAGS := -DOSG_LIBRARY_STATIC > > ### which one, I would think the static, but some people in the forum say > the shared.. makes no sense?... libgnustl_shared lgnustl_static > LOCAL_LDLIBS:= -llog -lGLESv2 -ldl -lz -lgnustl_static > LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp > OsgAndroidNotifyHandler.cpp > LOCAL_LDFLAGS := -L $(LIBDIR) \ > -losgdb_dds \ > -losgdb_openflight \ > -losgdb_tga \ > -losgdb_rgb \ > -losgdb_osgterrain \ > -losgdb_osg \ > -losgdb_ive \ > -losgdb_deprecated_osgviewer \ > -losgdb_deprecated_osgvolume \ > -losgdb_deprecated_osgtext \ > -losgdb_deprecated_osgterrain \ > -losgdb_deprecated_osgsim \ > -losgdb_deprecated_osgshadow \ > -losgdb_deprecated_osgparticle \ > -losgdb_deprecated_osgfx \ > -losgdb_deprecated_osganimation \ > -losgdb_deprecated_osg \ > -losgdb_serializers_osgvolume \ > -losgdb_serializers_osgtext \ > -losgdb_serializers_osgterrain \ > -losgdb_serializers_osgsim \ > -losgdb_serializers_osgshadow \ > -losgdb_serializers_osgparticle \ > -losgdb_serializers_osgmanipulator \ > -losgdb_serializers_osgfx \ > -losgdb_serializers_osganimation \ > -losgdb_serializers_osg \ > -losgViewer \ > -losgVolume \ > -losgTerrain \ > -losgText \ > -losgShadow \ > -losgSim \ > -losgParticle \ > -losgManipulator \ > -losgGA \ > -losgFX \ > -losgDB \ > -losgAnimation \ > -losgUtil \ > -losg \ > -lOpenThreads > > include $(BUILD_SHARED_LIBRARY) > > > > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=55429#55429 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Video display problem on Andoid
Hi Koduri, You are not assigning texture coordinates to your Quad, so I guess this texture coordinates are by default. Apply your own texture coordinates, I did something like this, but this was local to my application: osg::ref_ptr quad = osg::createTexturedQuadGeometry( osg::Vec3(0.0f, 0.0f, 0.0f), osg::Vec3(0.5f, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, 0.5f),0,1,1,0 ); The full code, take what you want: osg::ref_ptr image = osgDB::readImageFile( "/sdcard/videodemo256256.avi.ffmpeg" ); osg::ImageStream* imageStream = dynamic_cast( image.get() ); if ( imageStream ) { imageStream->play(); } osg::ref_ptr texture = new osg::Texture2D; texture->setImage( image.get() ); osg::ref_ptr quad = osg::createTexturedQuadGeometry( osg::Vec3(0.0f, 0.0f, 0.0f), osg::Vec3(0.5f, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, 0.5f),0,1,1,0 ); quad->getOrCreateStateSet()->setTextureAttributeAndModes( 0, texture.get() ); quad->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE); osg::ref_ptr geode = new osg::Geode; geode->addDrawable( quad.get() ); osg::Matrix M = osg::Matrix::rotate(osg::inDegrees(-90.0f), osg::X_AXIS)* osg::Matrix::translate(-0.25f, -0.25f, 0); // Use matrix M with, for example, an osg::MatrixTransform to transform its child nodes osg::ref_ptr mt = new osg::MatrixTransform(M); mt->addChild(geode); 2013/7/25 Koduri Lakshmi > Hi, > > I am trying to play the video on android device. I did the coding as > follows. > > in ".H" file. > > > Code: > osg::ref_ptr geode; > osg::ref_ptr mVideoTexture; > osg::Image* img; > osg::ref_ptr videoStream[2]; > osg::ref_ptr mtForMarker[2]; > osg::ref_ptr modelSwitch; > > > > > In ".CPP" file > > > Code: > int idx=0; > img = osgDB::readImageFile("1.mp4.mpeg"); > videoStream[idx] = dynamic_cast(img); > if (videoStream[idx].valid()) > { > LOG( "Got movie"); > videoStream[idx]->setLoopingMode( > osg::ImageStream::NO_LOOPING); > videoStream[idx]->seek(0); > videoStream[idx]->play(); > } > else >{ > LOG( "No movie!"); >} > aspectRatio = (float)img->t() / (float)img->s(); > videoWidth = img->s(); > videoHeight =videoWidth * aspectRatio; > > mVideoTexture = new osg::Texture2D; > geode = new osg::Geode; > mVideoTexture->setImage( videoStream[idx].get() ); > > geode->addDrawable(osg::createTexturedQuadGeometry( > osg::Vec3(0.0f, 0.0f, 0.0f), > osg::Vec3(videoWidth, 0.0f, 0.0f), > osg::Vec3(0.0f, 0.0f, videoHeight) > > )); > geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, > mVideoTexture, osg::StateAttribute::ON ); > > mtForMarker[idx] = new osg::MatrixTransform(); > mtForMarker[idx]->addChild(geode.get()); > > > modelSwitch->addChild(mtForMarker[idx]); > > > > > With this code the video displayed in a small size (like 50X50) around > the centre of the device (Not exactly at the centre of the device). The > original video size is 640X480. Video is also displaying in upside down. > > I am sung ffmpeg plug in for android. > > Can you please suggest me what could be the mistake. > ... > > Thank you! > > Cheers, > Koduri > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=55425#55425 > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Android - NDK Compiling fails
sure here it is... but like i mentioned i tried many different combinations also the one you described. Code: LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_MODULE:= osgNativeLib ### Main Install dir OSG_ANDROID_DIR := C:\Android\OpenSceneGraph-3.2\osginstall LIBDIR := $(OSG_ANDROID_DIR)/obj/local/armeabi ifeq ($(TARGET_ARCH_ABI),armeabi-v7a) LOCAL_ARM_NEON := true LIBDIR := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a endif ### Add all source file names to be included in lib separated by a whitespace LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include LOCAL_CFLAGS:= -Werror -fno-short-enums LOCAL_CPPFLAGS := -DOSG_LIBRARY_STATIC ### which one, I would think the static, but some people in the forum say the shared.. makes no sense?... libgnustl_shared lgnustl_static LOCAL_LDLIBS:= -llog -lGLESv2 -ldl -lz -lgnustl_static LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp OsgAndroidNotifyHandler.cpp LOCAL_LDFLAGS := -L $(LIBDIR) \ -losgdb_dds \ -losgdb_openflight \ -losgdb_tga \ -losgdb_rgb \ -losgdb_osgterrain \ -losgdb_osg \ -losgdb_ive \ -losgdb_deprecated_osgviewer \ -losgdb_deprecated_osgvolume \ -losgdb_deprecated_osgtext \ -losgdb_deprecated_osgterrain \ -losgdb_deprecated_osgsim \ -losgdb_deprecated_osgshadow \ -losgdb_deprecated_osgparticle \ -losgdb_deprecated_osgfx \ -losgdb_deprecated_osganimation \ -losgdb_deprecated_osg \ -losgdb_serializers_osgvolume \ -losgdb_serializers_osgtext \ -losgdb_serializers_osgterrain \ -losgdb_serializers_osgsim \ -losgdb_serializers_osgshadow \ -losgdb_serializers_osgparticle \ -losgdb_serializers_osgmanipulator \ -losgdb_serializers_osgfx \ -losgdb_serializers_osganimation \ -losgdb_serializers_osg \ -losgViewer \ -losgVolume \ -losgTerrain \ -losgText \ -losgShadow \ -losgSim \ -losgParticle \ -losgManipulator \ -losgGA \ -losgFX \ -losgDB \ -losgAnimation \ -losgUtil \ -losg \ -lOpenThreads include $(BUILD_SHARED_LIBRARY) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55429#55429 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [forum] Android - NDK Compiling fails
Hi Peter, Can you post your Android.mk file. For me it was enough to add gnustl-static to the LOCAL_LDFLAGS and remove it from LOCAL_LDLIBS. Cheers. 2013/7/25 Peter Wraae Marino > Hi, > > This has been a long process trying to get android to work with > OpenSceneGraph and I'm still not there. > > Some Info: > > Windows 7 > OpenSceneGraph 3.2 > > > Where I'm at: > > OpenSceneGraph 3.2 compiled/links ok. > > Now I'm trying to run ndk-make in the JNI directory for the > osgAndroidExampleGLES2 and it fails here. 100's of errors that look like > this: > > > C:/Android/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/windows/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ > ld.exe: > C:\Android\OpenSceneGraph-3.2\osginstall/obj/local/armeabi/libosg.a(Notify.o): > in function vtable for osg::NotifyStreamBuffer:Notify.cpp(.data.rel.ro._Z > TVN3osg18NotifyStreamBufferE+0x3c): error: undefined reference to > 'std::basic_stringbuf, std::allocator > >::overflow(int)' > collect2: ld returned 1 exit status > > this of course looks like the famous stl problem mentioned on this forum > with 10 different ways to solve it. I tried all 10 ways putting the > -lgnustl-static in the LOCAL_LDLIBS and/or in the LOCAL_LDFLAGS as mention > in different forums... no success. > > I'm kinda' stumped and do not know how I should proceed to solve this > problem. > > Thank you! > > Cheers, > Peter > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=55426#55426 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Jordi Torres ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [forum] Android - NDK Compiling fails
Hi, This has been a long process trying to get android to work with OpenSceneGraph and I'm still not there. Some Info: Windows 7 OpenSceneGraph 3.2 Where I'm at: OpenSceneGraph 3.2 compiled/links ok. Now I'm trying to run ndk-make in the JNI directory for the osgAndroidExampleGLES2 and it fails here. 100's of errors that look like this: C:/Android/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/windows/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ ld.exe: C:\Android\OpenSceneGraph-3.2\osginstall/obj/local/armeabi/libosg.a(Notify.o): in function vtable for osg::NotifyStreamBuffer:Notify.cpp(.data.rel.ro._Z TVN3osg18NotifyStreamBufferE+0x3c): error: undefined reference to 'std::basic_stringbuf, std::allocator >::overflow(int)' collect2: ld returned 1 exit status this of course looks like the famous stl problem mentioned on this forum with 10 different ways to solve it. I tried all 10 ways putting the -lgnustl-static in the LOCAL_LDLIBS and/or in the LOCAL_LDFLAGS as mention in different forums... no success. I'm kinda' stumped and do not know how I should proceed to solve this problem. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55426#55426 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org