[osg-users] osgAndroid - Deploying and Debugging

2015-09-28 Thread Akhtar Shamim
Hi

Recently we had a requirement to build OSG for Android and load a
OpenFlight MetaFight file. This is what I did:

- Checkout the 3.4.0 stable release of OSG
- Installed Android NDK, SDK and Eclipse.
- Used the toolchain to compile OSG for GLES1
- Downloaded OSGAndroid from GitHub
- Imported to Eclipse
- Build all the four projects

So far there is no problem at all. Everything went smooth.

However, when I am trying to deploy the osgsimple application using eclipse
or trying to debug the application it throws an error saying:

"Couldn't load gnustl_shared from loader dalvik.system.PathClassLoader".

This is what I did:
- Modified Android.mk to have the correct OSG_SDK path
- Modified Android.mk to have the correct plugins (osgPlugins-3.4.0)

Note:

(a) No other changes made to any files downloaded from GitHub for
osgAndroid.
(b) The command used to configure cmake is <<<

> set ANDROID_NDK=C:\Android\android-ndk-r10e
> "c:\Program Files (x86)\CMake 2.8\bin\cmake.exe" .. -G"MinGW Makefiles"
-DANDROID_NDK=C:/Android/android-ndk-r10e
-DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake
-DCMAKE_MAKE_PROGRAM="%ANDROID_NDK%\prebuilt\windows-x86_64\bin\make.exe"
-DOPENGL_PROFILE="GLES1" -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15
-DANDROID_ABI=armeabi -DCMAKE_INSTALL_PREFIX=C:/Android/OSG_ES1-3.4.0

> make  -j 8
> make install



I tried the above in Windows 10.

Any help to get this resolved will be greatly appreciated.

regards
Shamim
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Re: [osg-users] Modern GLSL and OSG

2015-09-28 Thread Jan Ciger
On Sun, Sep 27, 2015 at 9:28 PM, Garth D
 wrote:
> As a side note, I have to say that I am really liking the ability to hang
> Uniforms off arbitrary parts of the scene graph- generally on Geometry or
> Groups depending on the scope that I need the Uniform to cover. It's really
> a very nice design.


Uniforms are parts of the OpenGL state, same as e.g. bound textures,
shaders or lighting settings. If I grossly simplify things, the "only"
thing that OSG does is to manage this state for you - adds and removes
bits from the state depending on which part of the scene graph is
being drawn, all the while to make sure to minimize the amount of
these state changes (changing state of the driver is relative
expensive operation). It is one of the basic purposes of a scene
graph.

J.
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Re: [osg-users] Projective texture mapping

2015-09-28 Thread Sebastian Messerschmidt

Hi Michael,

Hi,

I am trying to set up projective texture mapping in OpenSceneGraph. As a first 
attempt, I modified the osgspotlight example code by basically inserting my own 
spot light image. This works, but the texture is projected onto all geometry of 
the scene in the direction of the projection (it goes through meshes). A back 
projection is also produced.
That's quite normal with projective texturing. In order to eliminate the 
back-projection there where are some historical approaches, such as 
using a special texture with some white part being wrapped around so 
multiplicative texturing won't affect the backside.
But nowadays you should use pixel shaders and remove any fragment which 
homogeneous coordinate contains an negative q (in the vec4 texcoord 
s,t,r,q) to remove them.
As for the projection to unwanted surfaces: This cannot be solved 
directly, but if you know which objects/drawables are affected, you can 
simply control via stateset (by turning TexGen on/off or by using a 
uniform or even the brand new shader-define mechanism) which of them 
should use the projection. Another (potentially costly approach) is to 
render the scene from the view of the projector and create essentially 
something like an inverse "shadow map", which can be either used for 
direct texturing or controlling which parts are subject to projective 
texturing in a second pass.




How can you implement projective texture mapping in OSG as is done by a real 
projector?
In simple words: There is no ready-to use example or implementation. You 
will need to do some of this on your own.

There are some examples for the steps you need to take however.

Cheers
Sebastian


Thank you!

Cheers,

Michael

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65226#65226





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Re: [osg-users] osgAndroid - Deploying and Debugging

2015-09-28 Thread Rafa Gaitan
Hi Shamim,

I added glustl_shared to be loaded dynamically before loading any
osgAndroid jni library, because linking it statically was giving a lot of
problems.

I don't recall having problems before, but I usually work on linux or mac
when I have to develop in android and OSG. Maybe is something related to
the r10e NDK?.

Anyway, could you check if you have in your
org.openscenegraph.android/libs/armeabi/ the library libgnustd_shared.so?,
if not, probably you need to copy it there from the NDK.

I don't recall if I copied it by myself that or it's automated somehow by
the NDK build system. But if you have it there along the libjni-osggles*.so
libraries it will be deployed within the apk.

Regards,
Rafa.


El lun., 28 sept. 2015 a las 9:34, Akhtar Shamim ()
escribió:

> Hi
>
> Recently we had a requirement to build OSG for Android and load a
> OpenFlight MetaFight file. This is what I did:
>
> - Checkout the 3.4.0 stable release of OSG
> - Installed Android NDK, SDK and Eclipse.
> - Used the toolchain to compile OSG for GLES1
> - Downloaded OSGAndroid from GitHub
> - Imported to Eclipse
> - Build all the four projects
>
> So far there is no problem at all. Everything went smooth.
>
> However, when I am trying to deploy the osgsimple application using
> eclipse or trying to debug the application it throws an error saying:
>
> "Couldn't load gnustl_shared from loader dalvik.system.PathClassLoader".
>
> This is what I did:
> - Modified Android.mk to have the correct OSG_SDK path
> - Modified Android.mk to have the correct plugins (osgPlugins-3.4.0)
>
> Note:
>
> (a) No other changes made to any files downloaded from GitHub for
> osgAndroid.
> (b) The command used to configure cmake is <<<
>
> > set ANDROID_NDK=C:\Android\android-ndk-r10e
> > "c:\Program Files (x86)\CMake 2.8\bin\cmake.exe" .. -G"MinGW Makefiles"
> -DANDROID_NDK=C:/Android/android-ndk-r10e
> -DCMAKE_TOOLCHAIN_FILE=../PlatformSpecifics/Android/android.toolchain.cmake
> -DCMAKE_MAKE_PROGRAM="%ANDROID_NDK%\prebuilt\windows-x86_64\bin\make.exe"
> -DOPENGL_PROFILE="GLES1" -DDYNAMIC_OPENTHREADS=OFF
> -DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NATIVE_API_LEVEL=15
> -DANDROID_ABI=armeabi -DCMAKE_INSTALL_PREFIX=C:/Android/OSG_ES1-3.4.0
>
> > make  -j 8
> > make install
>
> 
>
> I tried the above in Windows 10.
>
> Any help to get this resolved will be greatly appreciated.
>
> regards
> Shamim
>
>
>
>
>
>
>
> ___
> osg-users mailing list
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>
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[osg-users] 3rdParty libraries

2015-09-28 Thread Lee Butler
This evening I downloaded the 3rdParty libraries for windows (Full) and 
did a full build of OSG.  It looks like the x64 GDAL was built with 
SQLite but those SQLite libraries were not included in the 7z file (I 
haven't tested the x86).  Is there something I should be doing to get 
this?  Is it there someplace I just don't recognize?


Lee
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