Re: [osg-users] OSG on iPhone (size?)

2011-04-20 Thread Thomas Hogarth
Hi All

I've been spending the last few hours trying to save some extra KB off of my 
final exe size onIOS. 

In the end I got my final exe from nearly 10 MB down to 3.T MB, sweet ay

I'm using OpenThreads, osg, osgUtil, osgGA, osgViewer, osgDB, depreciated osg 
pugin and imageio plugin.

The trick has been firstly build the osg libs with Optimization set to 
Fastest-Smallest.

Then I set my exe to build for ARM 7 only, this way you basically half the exe 
size. Bear in mind though that ARM 7 chips are only in 3GS and above

One other tip is to only draw in the parts of the plugins you need e.g. I load 
Texture2D from files, but i don't tend to load Texture1D
//USE_DOTOSGWRAPPER(Texture1D)
USE_DOTOSGWRAPPER(Texture2D) 


Cheers
Thomas

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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Ulrich Hertlein
On 2/12/10 15:13 , Mike Wozniewski wrote:
 On 2/12/10 12:49 , Mike Wozniewski wrote:
 $ du -hs *.a
 328KlibOpenThreads.a
 240Mlibosg.a
   51MlibosgAnimation.a
 116MlibosgDB.a
   34MlibosgFX.a
   75MlibosgGA.a
   67MlibosgManipulator.a
   75MlibosgParticle.a
   25MlibosgPresentation.a
   69MlibosgShadow.a
   56MlibosgSim.a
   24MlibosgTerrain.a
   32MlibosgText.a
 227MlibosgUtils.a
 547MlibosgViewer.a
   31MlibosgVolume.a
   92MlibosgWidget.a
 What sort of a build is this?  Debug or release?  Device or simulator?
 The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are far 
 lower:

 5.5Mlibosg.a
 1.2MlibosgAnimation.a
 1.7MlibosgDB.a
 408KlibosgFX.a
 1.2MlibosgGA.a
 692KlibosgManipulator.a
 848KlibosgParticle.a
 484KlibosgPresentation.a
 952KlibosgShadow.a
 1020KlibosgSim.a
 384KlibosgTerrain.a
 616KlibosgText.a
 3.1MlibosgUtil.a
 1.2MlibosgViewer.a
 448KlibosgVolume.a
 744KlibosgWidget.a

 This is a release/device build (Xcode 3.2.4), but oddly, the debug build is 
 pretty
 similar... just slightly larger (eg, 244M for libosg.a rather than 240M).

Remember that this is a *simulator* build, hence i386 architecture.
The armv6/v7 might explain a certain increase (CISC vs RISC; maybe x2?) but 
nothing this
massive.  Maybe another x2 for a universal build but this is still nowhere near 
what
you're seeing...

/ulrich
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Stephan Huber
Hi,

Am 02.12.10 03:54, schrieb Chris 'Xenon' Hanson:

 I don't know if you can static link on iOS, or how you would go about doing 
 it.

For now static linking is the only way on IOS. So the lib sizes do not
matter, as only needed code get linked into the app. And: most of the
time I am only using OpenThreads, osg, osgDB, osgGA, osgUtil and
osgViewer, you don't have to include all libs.

One of my osg based iphone apps is about 20 MB which utilize some of the
osg libs, and some of my own libs.

cheers,

Stephan
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski

On 10-12-02 4:53 AM, Ulrich Hertlein wrote:

On 2/12/10 15:13 , Mike Wozniewski wrote:

On 2/12/10 12:49 , Mike Wozniewski wrote:

$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
   51MlibosgAnimation.a
116MlibosgDB.a
   34MlibosgFX.a
   75MlibosgGA.a
   67MlibosgManipulator.a
   75MlibosgParticle.a
   25MlibosgPresentation.a
   69MlibosgShadow.a
   56MlibosgSim.a
   24MlibosgTerrain.a
   32MlibosgText.a
227MlibosgUtils.a
547MlibosgViewer.a
   31MlibosgVolume.a
   92MlibosgWidget.a

What sort of a build is this?  Debug or release?  Device or simulator?
The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are far 
lower:

5.5Mlibosg.a
1.2MlibosgAnimation.a
1.7MlibosgDB.a
408KlibosgFX.a
1.2MlibosgGA.a
692KlibosgManipulator.a
848KlibosgParticle.a
484KlibosgPresentation.a
952KlibosgShadow.a
1020KlibosgSim.a
384KlibosgTerrain.a
616KlibosgText.a
3.1MlibosgUtil.a
1.2MlibosgViewer.a
448KlibosgVolume.a
744KlibosgWidget.a


This is a release/device build (Xcode 3.2.4), but oddly, the debug build is 
pretty
similar... just slightly larger (eg, 244M for libosg.a rather than 240M).

Remember that this is a *simulator* build, hence i386 architecture.
The armv6/v7 might explain a certain increase (CISC vs RISC; maybe x2?) but 
nothing this
massive.  Maybe another x2 for a universal build but this is still nowhere near 
what
you're seeing...

/ulrich


Hmm. Indeed, optimizing for arm6/7 cut the size in half, but I get a 
libosg.a of 133MB. So, I'm definitely confused. I'm building using 
Xcode. Are you using cmake instead?


I'm a bit at a loss here. I've tried playing with various optimization 
settings in Xcode, but the result is usually insignificant. It takes a 
long time to compile and verify too, so I'm curious if there's a way to 
compare settings somehow?


I'm not so great with Xcode, but a sample compilation call for me looks 
like this:


CompileC 
build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/Node.o 
../src/osg/Node.cpp normal armv6 c++ com.apple.compilers.gcc.4_2

cd /Users/mikewoz/src/osg-iphone/IPhone_Project
setenv LANG en_US.US-ASCII
setenv PATH 
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -x c++ 
-arch armv6 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -O0 
-Wreturn-type -Wunused-variable -isysroot 
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
-mfix-and-continue -gdwarf-2 -mno-thumb -miphoneos-version-min=3.2 
-iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-generated-files.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-own-target-headers.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-all-target-headers.hmap 
-iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-project-headers.hmap 
-F/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos/include 
-I../include -I../../OpenThreads/include -Iconfig 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/DerivedSources/armv6 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/DerivedSources 
-c /Users/mikewoz/src/osg-iphone/IPhone_Project/../src/osg/Node.cpp -o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/Node.o


and linking looks like this:

Libtool build/Debug-iphoneos/libosg.a normal armv6
cd /Users/mikewoz/src/osg-iphone/IPhone_Project
setenv IPHONEOS_DEPLOYMENT_TARGET 3.2
setenv PATH 
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/libtool -static 
-arch_only armv6 -syslibroot 
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
-L/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos 
-filelist 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/osg.LinkFileList 
-o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos/libosg.a


Would it be possible for someone to post theirs, so I can compare? ... 
it's the only idea I have right now.


Thanks,
Mike Wozniewski
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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Garrett Potts
Hello Mike:

I have not tried to build the iphone OS port but it appears in your cut and 
paste you have the Active configuration as Debug as seen with the link path 
.Debug-iphoneos/osg.build/osg-generated-files.hmap.  What are the Active 
configuration targets available and if a Release target is available try to 
select that.  There should be a drop down box  labeled Active Build 
Configuration or an equivalent.  There just appears to be some level of debug 
symbols still in your binary distribution.


Take care

Garrett

On Dec 2, 2010, at 10:27 AM, Mike Wozniewski wrote:

 On 10-12-02 4:53 AM, Ulrich Hertlein wrote:
 On 2/12/10 15:13 , Mike Wozniewski wrote:
 On 2/12/10 12:49 , Mike Wozniewski wrote:
 $ du -hs *.a
 328KlibOpenThreads.a
 240Mlibosg.a
   51MlibosgAnimation.a
 116MlibosgDB.a
   34MlibosgFX.a
   75MlibosgGA.a
   67MlibosgManipulator.a
   75MlibosgParticle.a
   25MlibosgPresentation.a
   69MlibosgShadow.a
   56MlibosgSim.a
   24MlibosgTerrain.a
   32MlibosgText.a
 227MlibosgUtils.a
 547MlibosgViewer.a
   31MlibosgVolume.a
   92MlibosgWidget.a
 What sort of a build is this?  Debug or release?  Device or simulator?
 The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are 
 far lower:
 
 5.5Mlibosg.a
 1.2MlibosgAnimation.a
 1.7MlibosgDB.a
 408KlibosgFX.a
 1.2MlibosgGA.a
 692KlibosgManipulator.a
 848KlibosgParticle.a
 484KlibosgPresentation.a
 952KlibosgShadow.a
 1020KlibosgSim.a
 384KlibosgTerrain.a
 616KlibosgText.a
 3.1MlibosgUtil.a
 1.2MlibosgViewer.a
 448KlibosgVolume.a
 744KlibosgWidget.a
 
 This is a release/device build (Xcode 3.2.4), but oddly, the debug build is 
 pretty
 similar... just slightly larger (eg, 244M for libosg.a rather than 240M).
 Remember that this is a *simulator* build, hence i386 architecture.
 The armv6/v7 might explain a certain increase (CISC vs RISC; maybe x2?) but 
 nothing this
 massive.  Maybe another x2 for a universal build but this is still nowhere 
 near what
 you're seeing...
 
 /ulrich
 
 Hmm. Indeed, optimizing for arm6/7 cut the size in half, but I get a libosg.a 
 of 133MB. So, I'm definitely confused. I'm building using Xcode. Are you 
 using cmake instead?
 
 I'm a bit at a loss here. I've tried playing with various optimization 
 settings in Xcode, but the result is usually insignificant. It takes a long 
 time to compile and verify too, so I'm curious if there's a way to compare 
 settings somehow?
 
 I'm not so great with Xcode, but a sample compilation call for me looks like 
 this:
 
 CompileC 
 build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/Node.o 
 ../src/osg/Node.cpp normal armv6 c++ com.apple.compilers.gcc.4_2
 cd /Users/mikewoz/src/osg-iphone/IPhone_Project
 setenv LANG en_US.US-ASCII
 setenv PATH 
 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -x c++ -arch 
 armv6 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -O0 
 -Wreturn-type -Wunused-variable -isysroot 
 /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
 -mfix-and-continue -gdwarf-2 -mno-thumb -miphoneos-version-min=3.2 -iquote 
 /Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-generated-files.hmap
  
 -I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-own-target-headers.hmap
  
 -I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-all-target-headers.hmap
  -iquote 
 /Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/osg-project-headers.hmap
  -F/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos 
 -I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug-iphoneos/include 
 -I../include -I../../OpenT
 hreads/include -Iconfig 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/DerivedSources/armv6
 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/DerivedSources
 -c /Users/mikewoz/src/osg-iphone/IPhone_Project/../src/osg/Node.cpp -o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Debug-iphoneos/osg.build/Objects-normal/armv6/Node.o
 
 and linking looks like this:
 
 Libtool build/Debug-iphoneos/libosg.a normal armv6
 cd /Users/mikewoz/src/osg-iphone/IPhone_Project
 setenv IPHONEOS_DEPLOYMENT_TARGET 3.2
 setenv PATH 
 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/libtool -static 
 -arch_only armv6 -syslibroot 
 /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
 -L/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Debug

Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski

On 10-12-02 10:43 AM, Garrett Potts wrote:

Hello Mike:

I have not tried to build the iphone OS port but it appears in your cut and 
paste you have the Active configuration as Debug as seen with the link path 
.Debug-iphoneos/osg.build/osg-generated-files.hmap.

Hi Garrett,

Yeah, sorry; that was a Debug build... but a Release build is still 
125MB (for libosg.a). Below is sample Xcode output for the Release 
configuration (you can see that it even uses the -Os option to optimize 
for space). I don't get it.


CompileC 
build/OSGIPhone.build/Release-iphoneos/osg.build/Objects-normal/armv6/Node.o 
../src/osg/Node.cpp normal armv6 c++ com.apple.compilers.gcc.4_2

cd /Users/mikewoz/src/osg-iphone/IPhone_Project
setenv LANG en_US.US-ASCII
setenv PATH 
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -x c++ 
-arch armv6 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -Os 
-Wreturn-type -Wunused-variable -isysroot 
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
-gdwarf-2 -mno-thumb -miphoneos-version-min=3.2 -iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-generated-files.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-own-target-headers.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-all-target-headers.hmap 
-iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-project-headers.hmap 
-F/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Release-iphoneos 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Release-iphoneos/include 
-I../include -I../../OpenThreads/include -Iconfig 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/DerivedSources/armv6 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/DerivedSources 
-c /Users/mikewoz/src/osg-iphone/IPhone_Project/../src/osg/Node.cpp -o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/Objects-normal/armv6/Node.o



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Re: [osg-users] OSG on iPhone (size?)

2010-12-02 Thread Mike Wozniewski
Okay... so the libraries need to have all of that (ie, all symbols), but 
when the .app is created and dead code stripping is enabled, any 
unneeded symbols are stripped away. This leaves me with an .app size of 
around 15-20MB.


Thanks for everyone's help,
Mike

On 10-12-02 12:10 PM, Mike Wozniewski wrote:

On 10-12-02 10:43 AM, Garrett Potts wrote:

Hello Mike:

I have not tried to build the iphone OS port but it appears in your 
cut and paste you have the Active configuration as Debug as seen with 
the link path .Debug-iphoneos/osg.build/osg-generated-files.hmap.

Hi Garrett,

Yeah, sorry; that was a Debug build... but a Release build is still 
125MB (for libosg.a). Below is sample Xcode output for the Release 
configuration (you can see that it even uses the -Os option to 
optimize for space). I don't get it.


CompileC 
build/OSGIPhone.build/Release-iphoneos/osg.build/Objects-normal/armv6/Node.o 
../src/osg/Node.cpp normal armv6 c++ com.apple.compilers.gcc.4_2

cd /Users/mikewoz/src/osg-iphone/IPhone_Project
setenv LANG en_US.US-ASCII
setenv PATH 
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -x 
c++ -arch armv6 -fmessage-length=0 -pipe -Wno-trigraphs 
-fpascal-strings -Os -Wreturn-type -Wunused-variable -isysroot 
/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.2.sdk 
-gdwarf-2 -mno-thumb -miphoneos-version-min=3.2 -iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-generated-files.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-own-target-headers.hmap 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-all-target-headers.hmap 
-iquote 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/osg-project-headers.hmap 
-F/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Release-iphoneos 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/Release-iphoneos/include 
-I../include -I../../OpenThreads/include -Iconfig 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/DerivedSources/armv6 
-I/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/DerivedSources 
-c /Users/mikewoz/src/osg-iphone/IPhone_Project/../src/osg/Node.cpp -o 
/Users/mikewoz/src/osg-iphone/IPhone_Project/build/OSGIPhone.build/Release-iphoneos/osg.build/Objects-normal/armv6/Node.o



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[osg-users] OSG on iPhone (size?)

2010-12-01 Thread Mike Wozniewski

Hi all,

I've been playing around with the iPhone version of OSG lately, and I'm 
pretty happy.


Just wondering about the feasibility of posting something on the app 
store due to size constraints. I'm noticing that OSG is pretty massive:


$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
 51MlibosgAnimation.a
116MlibosgDB.a
 34MlibosgFX.a
 75MlibosgGA.a
 67MlibosgManipulator.a
 75MlibosgParticle.a
 25MlibosgPresentation.a
 69MlibosgShadow.a
 56MlibosgSim.a
 24MlibosgTerrain.a
 32MlibosgText.a
227MlibosgUtils.a
547MlibosgViewer.a
 31MlibosgVolume.a
 92MlibosgWidget.a

It's not an option to use 1GB of storage for OSG libraries. Does anyone 
have ideas of how to simplify the build? Is there a way to automatically 
remove library items that are not used?


Why is this so big?

Thanks in advance,
Mike Wozniewski
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Re: [osg-users] OSG on iPhone (size?)

2010-12-01 Thread Ulrich Hertlein
On 2/12/10 12:49 , Mike Wozniewski wrote:
 Just wondering about the feasibility of posting something on the app store 
 due to size
 constraints. I'm noticing that OSG is pretty massive:
 
 $ du -hs *.a
 328KlibOpenThreads.a
 240Mlibosg.a
  51MlibosgAnimation.a
 116MlibosgDB.a
  34MlibosgFX.a
  75MlibosgGA.a
  67MlibosgManipulator.a
  75MlibosgParticle.a
  25MlibosgPresentation.a
  69MlibosgShadow.a
  56MlibosgSim.a
  24MlibosgTerrain.a
  32MlibosgText.a
 227MlibosgUtils.a
 547MlibosgViewer.a
  31MlibosgVolume.a
  92MlibosgWidget.a

What sort of a build is this?  Debug or release?  Device or simulator?
The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are far 
lower:

5.5Mlibosg.a
1.2MlibosgAnimation.a
1.7MlibosgDB.a
408KlibosgFX.a
1.2MlibosgGA.a
692KlibosgManipulator.a
848KlibosgParticle.a
484KlibosgPresentation.a
952KlibosgShadow.a
1020K   libosgSim.a
384KlibosgTerrain.a
616KlibosgText.a
3.1MlibosgUtil.a
1.2MlibosgViewer.a
448KlibosgVolume.a
744KlibosgWidget.a

/uli
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Re: [osg-users] OSG on iPhone (size?)

2010-12-01 Thread Chris 'Xenon' Hanson
On 12/1/2010 6:49 PM, Mike Wozniewski wrote:
 It's not an option to use 1GB of storage for OSG libraries. Does anyone have 
 ideas of how
 to simplify the build? Is there a way to automatically remove library items 
 that are not
 used?

  Static linking makes a BIG difference, though it introduces (resolvable) 
issues with
loader plugins and unresolvable license issues with some (GPL) thirdparty 
libraries that
don't like static linking.

  I don't know if you can static link on iOS, or how you would go about doing 
it.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
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Re: [osg-users] OSG on iPhone (size?)

2010-12-01 Thread Mike Wozniewski

On 10-12-01 9:03 PM, Ulrich Hertlein wrote:

On 2/12/10 12:49 , Mike Wozniewski wrote:

Just wondering about the feasibility of posting something on the app store due 
to size
constraints. I'm noticing that OSG is pretty massive:

$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
  51MlibosgAnimation.a
116MlibosgDB.a
  34MlibosgFX.a
  75MlibosgGA.a
  67MlibosgManipulator.a
  75MlibosgParticle.a
  25MlibosgPresentation.a
  69MlibosgShadow.a
  56MlibosgSim.a
  24MlibosgTerrain.a
  32MlibosgText.a
227MlibosgUtils.a
547MlibosgViewer.a
  31MlibosgVolume.a
  92MlibosgWidget.a

What sort of a build is this?  Debug or release?  Device or simulator?
The numbers I'm getting from a release/simulator build (Xcode 3.2.3) are far 
lower:

5.5Mlibosg.a
1.2MlibosgAnimation.a
1.7MlibosgDB.a
408KlibosgFX.a
1.2MlibosgGA.a
692KlibosgManipulator.a
848KlibosgParticle.a
484KlibosgPresentation.a
952KlibosgShadow.a
1020K   libosgSim.a
384KlibosgTerrain.a
616KlibosgText.a
3.1MlibosgUtil.a
1.2MlibosgViewer.a
448KlibosgVolume.a
744KlibosgWidget.a

/uli

This is a release/device build (Xcode 3.2.4), but oddly, the debug build 
is pretty similar... just slightly larger (eg, 244M for libosg.a rather 
than 240M).


I don't get it. Why are yours so small? ... I did a clean checkout of 
the iphone git branch today and built with the existing project 
settings. Hm... I see that I'm building for both arm6 and arm7. This 
means a universal build will be generated, and will be larger. Are you 
optimizing for only one architecture (arm7?).


Thanks
Mike
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Re: [osg-users] OSG on IPhone

2010-11-16 Thread Stephan Maximilian Huber
Hi Thomas, hi Phil,

Am 16.11.10 00:19, schrieb Thomas Hogarth:
 Stephan if you could take a look at those changes and
 possibly just add an if !3.2 statement or the like then I think we are ok,
 but I think we need someone with both device types.

I took a slightly different approach to tackle the issue, can you test
my changes on your end?

It worked for me in the simulator for iPhone, iPhone4 and iPad.

cheers,
Stephan

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Re: [osg-users] OSG on IPhone

2010-11-15 Thread Philip Lamb
Hi all,

I've just checked out the OSG iOS (a.k.a. iPhone) port which several of you 
have been putting a lot of effort into. Congratulations on the achievements so 
far.

Am I correct in thinking that the branch at
https://github.com/stmh/osg/tree/iphone contains the most recent efforts?

I have two particular issues which I've encountered so far. The first is that 
on iOS retina-display devices (currently iPhone 4 and iPod Touch 4G) the 
graphics are being rendered only half-size. I saw some discussion on this in 
earlier posts, but I can't see any fixes for this in the current repo. Does 
anyone have a fix coded up waiting for testing?

The second issue is that I'm not seeing animation on some animated OSG models. 
Are there known issues with animation in the current port?

I'd like to help out where possible with this port, and I have a bunch of 
devices I can test on.

Regards,

Philip

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Re: [osg-users] OSG on IPhone

2010-11-15 Thread Stephan Maximilian Huber
Hi Philip,

Am 15.11.10 12:03, schrieb Philip Lamb:
 I've just checked out the OSG iOS (a.k.a. iPhone) port which several of you 
 have been putting a lot of effort into. Congratulations on the achievements 
 so far.

thanks :)

 Am I correct in thinking that the branch at
 https://github.com/stmh/osg/tree/iphone contains the most recent efforts?

Yes.

 I have two particular issues which I've encountered so far. The first is that 
 on iOS retina-display devices (currently iPhone 4 and iPod Touch 4G) the 
 graphics are being rendered only half-size. I saw some discussion on this in 
 earlier posts, but I can't see any fixes for this in the current repo. Does 
 anyone have a fix coded up waiting for testing?

Thomas had a fix for that, which I didn't incorporate completely,
because it broke compatibility with iOS 3.2 on the iPad. Maybe a bug of
iOS 3.2.

AFAIK only a multiplier with the screen-scale is missing.

As I don't have any device with retina-display (yet) I can't fix it on
my end.

 The second issue is that I'm not seeing animation on some animated OSG 
 models. Are there known issues with animation in the current port?

Not that I am aware of. I do not use osgAnimation, so can't help here.
Do your models work with current svn? Perhaps static-linking is not
working properly for osgAnimation.

 I'd like to help out where possible with this port, and I have a bunch of 
 devices I can test on.

Your help is greatly appreciated! Feel free to send any modifications to
me or this list (or via pull request on github), I'll try to incorporate
them into the git-repository.

There a two main bugs remaining before I'll send the modifications to
Robert:

* display-size bug for retina-displays
* FBO-rendering is not working correctly

cheers,
Stephan
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Re: [osg-users] OSG on IPhone

2010-11-15 Thread Thomas Hogarth
Hi Phil, Stephan



  I have two particular issues which I've encountered so far. The first is
 that on iOS retina-display devices (currently iPhone 4 and iPod Touch 4G)
 the graphics are being rendered only half-size. I saw some discussion on
 this in earlier posts, but I can't see any fixes for this in the current
 repo. Does anyone have a fix coded up waiting for testing?


As Stephan rightly says I have a version with this working (attached) The
problem lies with the device screen size. Stephan seems to have to use
screen bounds (in points) where as for the retina displays we need to use
sceen size (in pixels). The problem lines are around line 77 of
IPhoneUtils.mm. Stephan if you could take a look at those changes and
possibly just add an if !3.2 statement or the like then I think we are ok,
but I think we need someone with both device types.



  The second issue is that I'm not seeing animation on some animated OSG
 models. Are there known issues with animation in the current port?



I've used basic animation exported from 3ds max into a .osg file
(haven't tried .ive) seems to work ok for me. I've also had software
skinning with osgAnimation working. Could the problem lie with your static
imports i.e. are you using .osg but not adding

   USE_DOTOSGWRAPPER(AnimationPath)


Just a guess.


 I'd like to help out where possible with this port, and I have a bunch of
 devices I can test on.

 * display-size bug for retina-displays
 * FBO-rendering is not working correctly


Having someone with a few devices would be great as I'm just doing this as a
hobby and it's getting rather expensive :). As Stephan says we still have
the above two problems, I've almost fixed the FBO problem so I recon if you
have mutliple devices (especially an IPad) it would be great if you could
help put with the retina display problems.

I assume this is for osgART (you work for ARToolWorks right). I've been
using the open source ARToolkit at the moment (ported a version myself, is
there anything else available). I'm getting great performance and almost
have time to use render to texture and some post processing (although with
out rtt the fps is sooo smooth).

I'd be really keen to help out with any problems you have with the AR side
of things, e.g You'll find there is a bug in versions  2.9.8 when using
subload callbacks for npot textures. Things I'd be keen to learn about are
the different camera res' on different devices, I have an IPod 4th gen and
although you can request 640x480 and 1280x720 explicitly the other res' are
just called things like PHOTO which I have no idea if it ends up the same
res on a 3gs for example.

Anyhow I guess those are less OSG related and more AR, so on that side of
things feel free to email me direct.

Cheers
Tom
/*
 *  IphoneUtils.h
 *  OpenSceneGraph
 *
 *  Created by Thomas Hogarth on 25.11.09.
 *
 * By default we create a full res buffer across all devices and if now viewContentScaleFator is given We use the screens ScaleFactor.
 * This means that for backward compatibility you need to set the windowData _viewContentScaleFactor to 1.0f and set the screen res to the
 * res that of the older gen device.
 * http://developer.apple.com/library/ios/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/SupportingResolutionIndependence/SupportingResolutionIndependence.html#//apple_ref/doc/uid/TP40007072-CH10-SW11
 *
 */

#ifdef __APPLE__ 
 
#ifndef IPHONE_UTILS_HEADER_
#define IPHONE_UTILS_HEADER_

#ifdef __OBJC__
@class UIScreen;
#else
class UIScreen;
#endif

#include osg/DeleteHandler
#include osg/GraphicsContext
#include osgViewer/GraphicsWindow

namespace osgIPhone {



struct IPhoneWindowingSystemInterface : public osg::GraphicsContext::WindowingSystemInterface
{
public:
	IPhoneWindowingSystemInterface();

	/** dtor */
	~IPhoneWindowingSystemInterface();


	/** @return count of attached screens */
	virtual unsigned int getNumScreens(const osg::GraphicsContext::ScreenIdentifier si) ;

	virtual void getScreenSettings(const osg::GraphicsContext::ScreenIdentifier si, osg::GraphicsContext::ScreenSettings  resolution);

	virtual void enumerateScreenSettings(const osg::GraphicsContext::ScreenIdentifier screenIdentifier, osg::GraphicsContext::ScreenSettingsList  resolutionList);
	
	virtual bool setScreenSettings (const osg::GraphicsContext::ScreenIdentifier  si, const osg::GraphicsContext::ScreenSettings  settings);

	/** returns screen-ndx containing rect x,y,w,h, not_tes...@tom */
	unsigned int getScreenContaining(int x, int y, int w, int h);

	//IPhone specific

	//
	//return the UIScreen object asscoiated with the passed ScreenIdentifier
	//returns nil if si isn't found
	UIScreen* getUIScreen(const osg::GraphicsContext::ScreenIdentifier si);
	
	//
	//Get the contents scale factor of the screen, this is the scale factor required
	//to convert points to pixels on this screen
	bool getScreenContentScaleFactor(const osg::GraphicsContext::ScreenIdentifier si, float scaleFactor);
	
	//
	//Get the 

Re: [osg-users] OSG on IPhone

2010-10-25 Thread Ulrich Hertlein
Hi Stephan,

On 22/10/10 19:26 , Stephan Huber wrote:
 (I absolutely haven't got my head around git at all yet, so this might be a 
 case of user
 error.)
... 
 Be sure to pull into the right branch e.g.
 
 git clone git://github.com/stmh/osg.git
 cd osg
 #switch to the iphone-branch
 git checkout iphone
 #pull new changes
 git pull origin iphone

Thanks for that, the git checkout iphone did the trick.
All good now :-)
/ulrich
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Re: [osg-users] OSG on IPhone

2010-10-22 Thread Stephan Huber
Hi Ulrich,

Am 22.10.10 04:32, schrieb Ulrich Hertlein:
 This should work, too:
 git clone git://github.com/stmh/osg.git
 git pull origin iphone
 
 This is giving me a heap of conflicts (on a clean checkout/clone) along the 
 lines of
 From git://github.com/stmh/osg
  * branchiphone - FETCH_HEAD
 CONFLICT (rename/delete): Rename
 IPhone_Project/osgPlugins/imageio/ReaderWriterImageIO.cpp-src/osgPlugins/imageio/ReaderWriterImageIO_IPhone.cpp
 in b79883a69545f82a573ec8aaa350262b3dedf4b1 and deleted in HEAD
 CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 
 deleted in
 HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version
 b79883a69545f82a573ec8aaa350262b3dedf4b1 of
 IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 left in tree.
 CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser 
 deleted in
 HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version
 b79883a69545f82a573ec8aaa350262b3dedf4b1 of
 IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser left in tree.
 ...
 
 The 'git clone, git branch, git checkout' that Florian described above works 
 however...
 
 (I absolutely haven't got my head around git at all yet, so this might be a 
 case of user
 error.)
 
 Or am I using the wrong repository?

No the repo is fine. My experience with git is also limited and I did
some mistakes when checking stuff into the master-branch in the past.

(I did a git push origin master from my iphone-branch which pushed the
iphone-related stuff into the master-branch. After I realized my fault,
I couldn't revert the change, so I deleted the iPhone-specific stuff
from this branch. I am still looking for a way to reset the master
branch to a specific version on github.)

Be sure to pull into the right branch e.g.

git clone git://github.com/stmh/osg.git
cd osg
#switch to the iphone-branch
git checkout iphone
#pull new changes
git pull origin iphone


cheers,
Stephan
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Re: [osg-users] OSG on IPhone

2010-10-21 Thread Ulrich Hertlein
Hi guys,

On 27/07/10 18:23 , Stephan Huber wrote:
 Am 23.07.10 18:25, schrieb Florian Kolbe:
 Hi,
 I am very delighted to see that the porting is making progress, and I would 
 like to
 contribute. Here are my experiences so far:

 I did the following to get the code:

 Code:
 git clone http://github.com/stmh/osg.git
 cd osg
 git branch -a
 git checkout remotes/origin/iphone
 
 i am by no means a git expert, I used the tutorial at
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get the
 source.
 
 This should work, too:
 git clone git://github.com/stmh/osg.git
 git pull origin iphone

This is giving me a heap of conflicts (on a clean checkout/clone) along the 
lines of
From git://github.com/stmh/osg
 * branchiphone - FETCH_HEAD
CONFLICT (rename/delete): Rename
IPhone_Project/osgPlugins/imageio/ReaderWriterImageIO.cpp-src/osgPlugins/imageio/ReaderWriterImageIO_IPhone.cpp
in b79883a69545f82a573ec8aaa350262b3dedf4b1 and deleted in HEAD
CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 
deleted in
HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version
b79883a69545f82a573ec8aaa350262b3dedf4b1 of
IPhone_Project/OSGIPhone.xcodeproj/hogbox.mode1v3 left in tree.
CONFLICT (delete/modify): IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser 
deleted in
HEAD and modified in b79883a69545f82a573ec8aaa350262b3dedf4b1. Version
b79883a69545f82a573ec8aaa350262b3dedf4b1 of
IPhone_Project/OSGIPhone.xcodeproj/hogbox.pbxuser left in tree.
...

The 'git clone, git branch, git checkout' that Florian described above works 
however...

(I absolutely haven't got my head around git at all yet, so this might be a 
case of user
error.)

Or am I using the wrong repository?

Cheers,
/ulrich
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Re: [osg-users] OSG on IPhone

2010-07-30 Thread Florian Kolbe
Hi Robert,
   thanks for your detailed replies.

I am running an up-to-date Xcode 3.2.3 and iOS SDK 4.0.1 on an up-to-date snow 
leopard.

As for the FreeType stuff, I think the case-sensitivty was a wrong 
interpretration of the compiler error on my hand. It seems there was a 
discrepancy between the search paths for includes and the paths actually 
existing in the repo. 
Something like 3rdParty/include vs. some Openframeworks folder (don't have the 
sandbox handy right now).

Eventually I was able to build and run a universal binary for device (tried it 
on iPod Touch 2G with iOS 4), though I also experimented with the link line 
(towards IVE plugin).

Cheers,
   Florian

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Re: [osg-users] OSG on IPhone

2010-07-29 Thread Mathieu Marache

Hi Stephan and Florian,

Le 27 juil. 10 à 10:23, Stephan Huber a écrit :


Hi Florian,

Am 23.07.10 18:25, schrieb Florian Kolbe:

Hi,
 I am very delighted to see that the porting is making progress,  
and I would like to contribute. Here are my experiences so far:


I did the following to get the code:


Code:
git clone http://github.com/stmh/osg.git
cd osg
git branch -a
git checkout remotes/origin/iphone


i am by no means a git expert, I used the tutorial at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get  
the

source.

This should work, too:
git clone git://github.com/stmh/osg.git
git pull origin iphone


2. The XCode Project is referencing files from osgIntrospection  
which are all missing?


I removed them, as osgIntrospection is deprecated.

3. Can it be built for the Simulator? Trying to build for Simulator  
4.0 I get compile errors apparently because struct stat64 is  
unknown. There is some logic whether to #define stat64 stat but  
it seems to fail? (using 10.4)


Yes, my test builds for the simulator went fine. Don't know, what the
problem is. What system are you using for development, what
xcode-version etc.?

The mentioned code compiles cleanly on my end.


4. Project tries to build freetype Plugin.

Code:
osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/ 
FreeTypeFont.h:19:0 Ft2build.h: No such file or directory in /Users/ 
fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/ 
FreeTypeFont.h



The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a  
is there and 3rdparty/include/freetype2 also, but there seems to be  
a problem with wrong case? The file in the repository is:  
ft2build.h (but include-Statement says: Ft2build.h).


I did a file-wide search, and all includes are referring to
ft2build.h, I can't reproduce your problem on my end.

A. Is there a publically available issue tracker for OSG and/or OSG  
on iOS ?


Not yet. Just use this list for reporting bugs and issues, as the  
demand

for an iphone-port is relative low.

B. Should we open a List (in terms of forum structure) specifically  
for iOS support?


If the traffic increases perhaps yes.


C. How is the process for submitting code changes to the iOS branch?


As I am currently maintaining this fork alone, feel free to send  
them to

me (as whole files, see the osg-submissions-protocol on the website).

I haven't wrapped my head around git and github enough, but there's a
good chance that you can fork the osg repository, apply the patches  
and

send them back to me to integrate them into the repository in an
automated way. Perhaps someone with more knowledge can shed some  
light here.


The best way would be to fork on github and then clone your fork  
locally, push your changes back to github (covered here : http://help.github.com/forking 
 ) and then ask for a pull request in the github interface (button  
next to the fork one). One day this might even be the way everything  
goes back to the main osg repo.


HTH


I am currently busy with other projects, and I am doing the work on  
the

iphone-part only in my spare-time, so I am making less progress as I
want on this end.

cheers,

Stephan
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Mathieu

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Re: [osg-users] OSG on IPhone

2010-07-29 Thread Robert Osfield
Hi Mathieu,

On Thu, Jul 29, 2010 at 11:19 AM, Mathieu Marache
mathieu.mara...@gmail.com wrote:
 The best way would be to fork on github and then clone your fork locally,
 push your changes back to github (covered here :
 http://help.github.com/forking ) and then ask for a pull request in the
 github interface (button next to the fork one). One day this might even be
 the way everything goes back to the main osg repo.

I'm watching things progress from the sidelines right now, how things
work out with using git is as important to me as the changes from
iPhone - one can talk endlessly about merits of different systems but
once you use them for real you get the best feedback you can possible
get ;-)

Robert.
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Re: [osg-users] OSG on IPhone

2010-07-27 Thread Stephan Huber
Hi Florian,

Am 23.07.10 18:25, schrieb Florian Kolbe:
 Hi,
   I am very delighted to see that the porting is making progress, and I would 
 like to contribute. Here are my experiences so far:
 
 I did the following to get the code:
 
 
 Code:
 git clone http://github.com/stmh/osg.git
 cd osg
 git branch -a
 git checkout remotes/origin/iphone

i am by no means a git expert, I used the tutorial at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/GIT to get the
source.

This should work, too:
git clone git://github.com/stmh/osg.git
git pull origin iphone


 2. The XCode Project is referencing files from osgIntrospection which are all 
 missing?

I removed them, as osgIntrospection is deprecated.

 3. Can it be built for the Simulator? Trying to build for Simulator 4.0 I get 
 compile errors apparently because struct stat64 is unknown. There is some 
 logic whether to #define stat64 stat but it seems to fail? (using 10.4)

Yes, my test builds for the simulator went fine. Don't know, what the
problem is. What system are you using for development, what
xcode-version etc.?

The mentioned code compiles cleanly on my end.

 4. Project tries to build freetype Plugin. 
 
 Code:
 osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h:19:0 
 Ft2build.h: No such file or directory in 
 /Users/fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h
 
 
 The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a is there 
 and 3rdparty/include/freetype2 also, but there seems to be a problem with 
 wrong case? The file in the repository is: ft2build.h (but include-Statement 
 says: Ft2build.h).

I did a file-wide search, and all includes are referring to
ft2build.h, I can't reproduce your problem on my end.

 A. Is there a publically available issue tracker for OSG and/or OSG on iOS ?

Not yet. Just use this list for reporting bugs and issues, as the demand
for an iphone-port is relative low.

 B. Should we open a List (in terms of forum structure) specifically for iOS 
 support?

If the traffic increases perhaps yes.

 C. How is the process for submitting code changes to the iOS branch? 

As I am currently maintaining this fork alone, feel free to send them to
me (as whole files, see the osg-submissions-protocol on the website).

I haven't wrapped my head around git and github enough, but there's a
good chance that you can fork the osg repository, apply the patches and
send them back to me to integrate them into the repository in an
automated way. Perhaps someone with more knowledge can shed some light here.

I am currently busy with other projects, and I am doing the work on the
iphone-part only in my spare-time, so I am making less progress as I
want on this end.

cheers,

Stephan
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Re: [osg-users] OSG on IPhone

2010-07-23 Thread Florian Kolbe
Hi,
  I am very delighted to see that the porting is making progress, and I would 
like to contribute. Here are my experiences so far:

I did the following to get the code:


Code:
git clone http://github.com/stmh/osg.git
cd osg
git branch -a
git checkout remotes/origin/iphone




Now my remarks / questions (so far):
1. Is this the right way to get the (current) code?

2. The XCode Project is referencing files from osgIntrospection which are all 
missing?

3. Can it be built for the Simulator? Trying to build for Simulator 4.0 I get 
compile errors apparently because struct stat64 is unknown. There is some 
logic whether to #define stat64 stat but it seems to fail? (using 10.4)


Code:

osg.git/osg/IPhone_Project/../src/osgDB/FileUtils.cpp: In function 'bool 
osgDB::makeDirectory(const std::string)':
osg.git/osg/IPhone_Project/../src/osgDB/FileUtils.cpp:139: error: aggregate 
'stat64 stbuf' has incomplete type and cannot be defined



4. Project tries to build freetype Plugin. 

Code:
osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h:19:0 
Ft2build.h: No such file or directory in 
/Users/fke/osg.git/osg/IPhone_Project/../src/osgPlugins/freetype/FreeTypeFont.h


The file IPhone_Project/3rdParty/lib/libFreeType_iphone_universal.a is there 
and 3rdparty/include/freetype2 also, but there seems to be a problem with wrong 
case? The file in the repository is: ft2build.h (but include-Statement says: 
Ft2build.h).

Now some more general questions:

A. Is there a publically available issue tracker for OSG and/or OSG on iOS ?

B. Should we open a List (in terms of forum structure) specifically for iOS 
support?

C. How is the process for submitting code changes to the iOS branch? 

Cheers,
Florian

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Re: [osg-users] OSG on IPhone

2010-07-19 Thread Stephan Maximilian Huber
Hi all,

just a short heads-up. As suggested by Mathieu Marache I am using now
the semi-official osg-git-repository and a custom branch called iphone
for further development.

You'll find it here:

http://github.com/stmh/osg/tree/iphone

I'll abandon the old github project at
http://github.com/stmh/OpenSceneGraph-port-to-IOS in the near future.

cheers,
Stephan




Am 30.06.10 21:49, schrieb Stephan Huber:
 Hi all,
 
 I have set up an github repository for the iphone-port of osg, as
 there's some work to do, before it's ready for inclusion in osg-trunk.
 git makes it easy to keep the iphone specific modifications in a
 separate branch.
 
 It's my last version, I took the mentioned zip from Thomas Hogarth when
 it was available and did some bugfixing and updated osg to a more recent
 version. the iphone-port is now based on rev 11554.
 
 So feel free to send patches for the iphone port:
 
 you'll find the repository at
 
 http://github.com/stmh/OpenSceneGraph-port-to-IOS
 
 there are mainly two branches: master which reflects osgs
 subversion-version, and iphone which holds the modifications and project
 files for the iphone port.
 
 what's missing for primetime:
 
 * most important: Cmake build support, currently the iphone port uses a
 handcrafted xcode-project (again, argh!)
 * multitouch-support for osgGA and implementation in GraphicsWindowIphone
 * some fancy multitouch camera handlers :)
 
 what's working:
 * the core libs and the following plugins: osg, iomageio
 
 
 and some more testing and love.
 
 cheers,
 Stephan
 
 
 
 
 
 Am 27.06.10 17:13, schrieb Mark Feldman:
 Hi,

 Also interested in using OSG on the iPhone..seems like the link is no longer 
 valid.

 Are there any sample applications out there?  

 Thank you!

 Cheers,
 Mark

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Re: [osg-users] OSG on IPhone

2010-07-13 Thread Leen Monny
Hi,


sth wrote:
 Hi,
 Am 11.07.10 17:40, schrieb Leen Monny:
 
  great work!
  i just checked out a copy, tried to build Iphone_project but there's a 
  compiling error.
  It seems that files under Libraries have incorrect references, those names 
  are red. 
  am I doing this in the right way?
  
 
 unfortunately the xcode-project was broken, can you update your source
 and try again? Be aware that the iphone folder moved on hierarchy up.
 
 cheers,
 Stephan
  --
 Post generated by Mail2Forum


I'll have a try, thanks again!

cheers,
Monny

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Re: [osg-users] OSG on IPhone

2010-07-12 Thread Leen Monny
great work!
i just checked out a copy, tried to build Iphone_project but there's a 
compiling error.
It seems that files under Libraries have incorrect references, those names are 
red. 
am I doing this in the right way?
I'm using xcode 3.2.2 with sdk 4.0

expecting for your reply, thanks :)

cheers,
Monny


sth wrote:
 
 what's working:
 * the core libs and the following plugins: osg, iomageio
 


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Re: [osg-users] OSG on IPhone

2010-07-12 Thread Stephan Huber
Hi,
Am 11.07.10 17:40, schrieb Leen Monny:
 great work!
 i just checked out a copy, tried to build Iphone_project but there's a 
 compiling error.
 It seems that files under Libraries have incorrect references, those names 
 are red. 
 am I doing this in the right way?

unfortunately the xcode-project was broken, can you update your source
and try again? Be aware that the iphone folder moved on hierarchy up.

cheers,
Stephan
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Re: [osg-users] OSG on IPhone

2010-07-12 Thread David Glenn
Fantasic!

Now all we need is some way to do OSG in Android! Grin!

... 
Cheers,
D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] OSG on IPhone

2010-07-01 Thread Thomas Hogarth
Hi Stephan/All

Sorry I've been gone so long, I've been dying of glandular fever for the
last two months :(

Nice one for getting this repository set up, I'm very keen to get IPhone
version done and dusted. I can start looking into the CMake support,
although I'll be starting from scratch as my cmake knowledge is limited to
hitting the configure button in visual cmake :).

I'll see if I can get an iphone xcode project out of cmake this weekend and
report my results.

From the above sounds like you got the proper quicktime imageio plugin to
work?

Thanks again
Tom




 Hi all,

 I have set up an github repository for the iphone-port of osg, as
 there's some work to do, before it's ready for inclusion in osg-trunk.
 git makes it easy to keep the iphone specific modifications in a
 separate branch.

 It's my last version, I took the mentioned zip from Thomas Hogarth when
 it was available and did some bugfixing and updated osg to a more recent
 version. the iphone-port is now based on rev 11554.

 So feel free to send patches for the iphone port:

 you'll find the repository at

 http://github.com/stmh/OpenSceneGraph-port-to-IOS

 there are mainly two branches: master which reflects osgs
 subversion-version, and iphone which holds the modifications and project
 files for the iphone port.

 what's missing for primetime:

 * most important: Cmake build support, currently the iphone port uses a
 handcrafted xcode-project (again, argh!)
 * multitouch-support for osgGA and implementation in GraphicsWindowIphone
 * some fancy multitouch camera handlers :)

 what's working:
 * the core libs and the following plugins: osg, iomageio


 and some more testing and love.

 cheers,
 Stephan
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Re: [osg-users] OSG on IPhone

2010-06-30 Thread Stephan Huber
Hi all,

I have set up an github repository for the iphone-port of osg, as
there's some work to do, before it's ready for inclusion in osg-trunk.
git makes it easy to keep the iphone specific modifications in a
separate branch.

It's my last version, I took the mentioned zip from Thomas Hogarth when
it was available and did some bugfixing and updated osg to a more recent
version. the iphone-port is now based on rev 11554.

So feel free to send patches for the iphone port:

you'll find the repository at

http://github.com/stmh/OpenSceneGraph-port-to-IOS

there are mainly two branches: master which reflects osgs
subversion-version, and iphone which holds the modifications and project
files for the iphone port.

what's missing for primetime:

* most important: Cmake build support, currently the iphone port uses a
handcrafted xcode-project (again, argh!)
* multitouch-support for osgGA and implementation in GraphicsWindowIphone
* some fancy multitouch camera handlers :)

what's working:
* the core libs and the following plugins: osg, iomageio


and some more testing and love.

cheers,
Stephan





Am 27.06.10 17:13, schrieb Mark Feldman:
 Hi,
 
 Also interested in using OSG on the iPhone..seems like the link is no longer 
 valid.
 
 Are there any sample applications out there?  
 
 Thank you!
 
 Cheers,
 Mark
 
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Re: [osg-users] OSG on IPhone

2010-06-27 Thread Mark Feldman
Hi,

Also interested in using OSG on the iPhone..seems like the link is no longer 
valid.

Are there any sample applications out there?  

Thank you!

Cheers,
Mark

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Re: [osg-users] OSG on IPhone

2010-06-10 Thread Sean Sirigampola
Hi,

I am also interested in getting OSG to work on the iPhone. If there is a 
version that works on the iPhone, can someone point me in its direction?

Thank you!

Cheers,
Sean

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Re: [osg-users] OSG on IPhone

2010-05-25 Thread Daniel Soro
Hi All,

I was trying to run the OSG on iPhone, and I've found the same problem.
At first, I was trying to solve it modifying the object's normals, but finally 
I found this post.
I'm eager to apply the Thoma's solution, unfortunately the link to 
OpenSceneGraph_IPhoneChanges.zip is no longer available, and the source has not 
been updated with this changes yet.

Can someone help me posting or sending me the original zip?

Thank you!

Cheers,
Daniel

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Re: [osg-users] OSG on IPhone

2010-01-07 Thread Martin Beckett

 a) you need to open source ( you may still link statically but any changes to 
 OSG code should be open sourced  ( and not your app code ))
 

Just to clarify that.
OSG is LGPL with the extention that you can link OSG statically into your app. 
This exception like the one in the wxWidgets license is aimed at embedded 
platforms where you don't have dynamic libraries.

As Sergey said, changes to the OSG code should be submitted but statically 
linking OSG with your app doesn't affect your app.

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Re: [osg-users] OSG on IPhone

2010-01-07 Thread tony matell
osg on iphone is incredible..

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Re: [osg-users] OSG on IPhone

2010-01-05 Thread Sergey Kurdakov
Hi Changhoon,

sometime ago Robert wrote ( currently a mobile port of OpenSceneGraph is
under development )

==
In a websearch today came across a webpage today for the project Mobile
OSG:

   http://www.imrc.kist.re.kr/wiki/Mobile_OSG

I haven't heard about this before, anybody know anything more about it?

Clearly there will have done the port, so will have solved an number
of problems that current developers will be tackling in the port to
the iPhone, so it's a shame not be able to leverage this.  I can't see
any notice of download of the source, perhaps it's just an internal
project, or perhaps the source the code is hosted elsewhere or perhaps
a prod needs to be done to make sure the changes are opened sourced as
the OSGPL requires.
==

so
a) you need to open source ( you may still link statically but any changes
to OSG code should be open sourced  ( and not your app code ))
b) better yet you combine your efforts with current process to have mobile
OSG.

Regards
Sergey

On Tue, Jan 5, 2010 at 7:24 AM, Changhoon Park  wrote:

 Hello

 Is there are anyone who know about license problem when modifying osg for
 iphone?  Should I open source code or object file and overall or a part
 related to OSG?



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Re: [osg-users] OSG on IPhone

2010-01-05 Thread Robert Osfield
Hi Changhoon,

On Tue, Jan 5, 2010 at 4:24 AM, Changhoon Park chp...@hoseo.edu wrote:
 Is there are anyone who know about license problem when modifying osg for 
 iphone?  Should I open source code or object file and overall or a part 
 related to OSG?

The OpenSceneGraph has been ported to support for OpenGL ES 1.1 and
OpenGL ES 2.0, and this can be found in svn/trunk and the 2.9.6 dev
release.

The OpenSceneGraph has also ported to the iPhone, but these code
changes are still just provisional and not checked into svn/trunk yet.
 I'll be checking a few more of these changes in this week, and
contacting the author of the changes to get the open ends tied up.

The license for the iPhone port will be the same OSGPL (LGPL
derivative) as for all other build targets - the same code base is
almost entirely shared across GL targets so naturally uses the same
license.

Robert.
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Re: [osg-users] OSG on IPhone

2010-01-04 Thread Changhoon Park
Hello

Is there are anyone who know about license problem when modifying osg for 
iphone?  Should I open source code or object file and overall or a part related 
to OSG?


In the case of cocos2d, there is a special license for iPhone like the below.

cocos2d for iPhone was originally licensed under the GNU LGPL v3 license.
But since it is impossible to distribute 3rd party dynamic libraries
for the iPhone, this license extends the GNU LGPL v3 license by allowing you: 
  a) to use cocos2d for iPhone as a static library
  b) to include all or part of the cocos2d for iPhone sources inside your 
project

This means that if you do a) and/or b) you are NOT forced to release your 
source code under the GNU LGPL v3 license.

Changhoon

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Re: [osg-users] OSG on IPhone

2009-12-12 Thread Thomas Hogarth
Hi Robert

Missed your previous messages, just spotted them on the forum.

1) #include TargetConditionals.h

Yes, TargetConditionals.h does appear to be on all version of OSX, and my
OSX project is still building so looks safe (that's after fixing Q3).
http://www.opensource.apple.com/source/CarbonHeaders/CarbonHeaders-18.1/TargetConditionals.h


2) The OSG's existing XCode projects and deprecated, with CMake being the
route
we've been planning to the way to generate XCode projects.

I haven't looked yet, but have been looking for an excuse to learn a bit
more about CMake. I'll see what I can find out.


3) In src/osgDB/FileUtils.cpp you've added an #import
Foundation/Foundation.h

My bad, got left behind from some testing stuff, it's not actually required
(the random one floating around line 230).
Yes a compiler option is required to get XCode to treat the file as
Objective C++, also the #define COMPILE_COCOA_VERSION is needed.

4) In include/osg/GL you've added a glReadBuffer implementation

This was required to get the WindowCaptureCallback to compile and was just
done as a quick fix. Although looking at it now, that line has #defines to
stop it being used on GLES, so i'll take another look.

5) You have your own version ReaderWriterImageIO.cpp in:

Another temp fix, I seem to think the proper version is depending on Carbon
at the moment for some of the file Opening stuff. I don't think it would be
too much hassle to get it working however. I was just a bit to keen to see
some results :). I'll try have a peek this weekend and report my results.


I'd also wanted to ask your thoughts on adding other inputs to osgGA. Mutli
touch is going to be very common in the future so I feel it would be a
useful feature, but what about things like accelerometers and GPS coords?

Cheers
Tom
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Re: [osg-users] OSG on IPhone

2009-12-11 Thread Thomas Hogarth

 I commited a fix for the bounding box computation. It should fix your
 problem. Could you update and have a try ?


Hi Cedric

Had a chance to try your new changes, seems to have worked a treat. Much
appreciated. Whilst I'm here I was wondering if you had any advise regarding
the best approach to getting skinned models into OSG. I'm currently using a
beta version of the osg exporter for 3DS Max, which supports export of
skinning infomation. If i have any spare time I may try to help improve it,
but was wondering if you already new of a better approach?

Cheers
Tom
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Re: [osg-users] OSG on IPhone

2009-12-11 Thread Cedric Pinson
Hi Thomas,

I dont know in which state is the 3ds max osg exporter. I use the osg
exporter for blender, i maintain it and use it. Examples from osg-data
comes from blender so it's a working path and the one i use.
In futur there will be a collada that will support osgAnimation but not
yet ready.


Cheers,
Cedric

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On Sat, 2009-12-12 at 06:09 +, Thomas Hogarth wrote:
 I commited a fix for the bounding box computation. It should
 fix your
 problem. Could you update and have a try ?
 
 
 
 Hi Cedric
 
 
 Had a chance to try your new changes, seems to have worked a treat.
 Much appreciated. Whilst I'm here I was wondering if you had any
 advise regarding the best approach to getting skinned models into OSG.
 I'm currently using a beta version of the osg exporter for 3DS Max,
 which supports export of skinning infomation. If i have any spare time
 I may try to help improve it, but was wondering if you already new of
 a better approach?
 
 
 Cheers
 Tom
 


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Re: [osg-users] OSG on IPhone

2009-12-09 Thread Cedric Pinson
Hi Thomas,

I commited a fix for the bounding box computation. It should fix your
problem. Could you update and have a try ?

Cheers,
Cedric

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On Mon, 2009-12-07 at 10:52 +, Thomas Hogarth wrote:
 Hi Cedric
 
 
 Thanks for the info, will give it a whirl when I get home :)
 
 
 Tom
 
 2009/12/7 Cedric Pinson cedric.pin...@plopbyte.net
 Hi,
 Yes i think i introduce a behaviour in osgAnimation that is
 not suitable
 by default. I remove the computing of bounding box before
 skinning model
 should be setup by hand, because there is no one solution to
 manage
 update of bounding box. So i simply disabled it that produdes
 some
 problem like you have.
 
 You can fix it by setting up a bounding box by hand for now.
 
 Cheers,
 Cedric
 
 --
 +33 659 598 614  Cedric Pinson
 mailto:cedric.pin...@plopbyte.net
 http://www.plopbyte.net
 
 
 
 On Mon, 2009-12-07 at 08:14 +, Thomas Hogarth wrote:
  Hi All
 
 
  Had a little time to test some more stuff on IPhone. Got the
  animationViewer example working with its widgets a skinned
 model and
  all. I do have a bit of a rendering error however.
  The clipping plans appear to be changing based on viewing
 angle.
  Attached are two screen shots taken from slightly different
 angles
  with no translation.
 
 
  The error image you can see the near clipping plane appears
 almost
  halfway through the teapot, the no error image appears fine
 with just
  a small rotation.
 
 
  I think it may be a problem with  dynamically computing  the
 near far
  clipping planes, but is this a problem with osgAnimation or
 my setup?
 
 
  Cheers
  Tom
 
 
  PS
  IPhone
  changes available here
 www.hogbox.co.uk/data/OpenSceneGraph_IPhoneChanges.zip
 
 
 
 
 
 
 
 
 
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Re: [osg-users] OSG on IPhone

2009-12-07 Thread Cedric Pinson
Hi,
Yes i think i introduce a behaviour in osgAnimation that is not suitable
by default. I remove the computing of bounding box before skinning model
should be setup by hand, because there is no one solution to manage
update of bounding box. So i simply disabled it that produdes some
problem like you have.

You can fix it by setting up a bounding box by hand for now.

Cheers,
Cedric

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On Mon, 2009-12-07 at 08:14 +, Thomas Hogarth wrote:
 Hi All
 
 
 Had a little time to test some more stuff on IPhone. Got the
 animationViewer example working with its widgets a skinned model and
 all. I do have a bit of a rendering error however. 
 The clipping plans appear to be changing based on viewing angle.
 Attached are two screen shots taken from slightly different angles
 with no translation.
 
 
 The error image you can see the near clipping plane appears almost
 halfway through the teapot, the no error image appears fine with just
 a small rotation.
 
 
 I think it may be a problem with  dynamically computing  the near far
 clipping planes, but is this a problem with osgAnimation or my setup?
 
 
 Cheers
 Tom
 
 
 PS
 IPhone
 changes available here www.hogbox.co.uk/data/OpenSceneGraph_IPhoneChanges.zip
 
 
 
 
 
 
 
 
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Re: [osg-users] OSG on IPhone

2009-12-07 Thread Thomas Hogarth
Hi Cedric

Thanks for the info, will give it a whirl when I get home :)

Tom

2009/12/7 Cedric Pinson cedric.pin...@plopbyte.net

 Hi,
 Yes i think i introduce a behaviour in osgAnimation that is not suitable
 by default. I remove the computing of bounding box before skinning model
 should be setup by hand, because there is no one solution to manage
 update of bounding box. So i simply disabled it that produdes some
 problem like you have.

 You can fix it by setting up a bounding box by hand for now.

 Cheers,
 Cedric

 --
 +33 659 598 614  Cedric Pinson mailto:cedric.pin...@plopbyte.net
 http://www.plopbyte.net


 On Mon, 2009-12-07 at 08:14 +, Thomas Hogarth wrote:
  Hi All
 
 
  Had a little time to test some more stuff on IPhone. Got the
  animationViewer example working with its widgets a skinned model and
  all. I do have a bit of a rendering error however.
  The clipping plans appear to be changing based on viewing angle.
  Attached are two screen shots taken from slightly different angles
  with no translation.
 
 
  The error image you can see the near clipping plane appears almost
  halfway through the teapot, the no error image appears fine with just
  a small rotation.
 
 
  I think it may be a problem with  dynamically computing  the near far
  clipping planes, but is this a problem with osgAnimation or my setup?
 
 
  Cheers
  Tom
 
 
  PS
  IPhone
  changes available here
 www.hogbox.co.uk/data/OpenSceneGraph_IPhoneChanges.zip
 
 
 
 
 
 
 
 
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Re: [osg-users] OSG on IPhone

2009-12-07 Thread Robert Osfield
Hi Thomas,

Congrats on getting the OSG up and running on the iPhone.  I'm
currently reviewing your changes, and will probably introduce the
changes bit by bit, with parts requiring a little refactoring along
the way - for these we'll need so to and fro between us to settle upon
final code.

First up I have a few questions:

1) #include TargetConditionals.h

Does this header exist on all versions of OSX?  Or is it just for iPhone?

2) The OSG's existing XCode projects and deprecated, with CMake being the route
we've been planning to the way to generate XCode projects.

Have you looked at trying to use CMake on the IPhone? Looking on
the web it looks like
others are already doing this for other open source projects so I
believe it should be possible.

3) In src/osgDB/FileUtils.cpp you've added an #import
Foundation/Foundation.h which isn't
guarded at all so it'll break the build on other platforms.  I
presume this is a Objective C line,
does this require gcc options under OSX to get it build cleanly?

Later in the OSX specific code path there is an #include
Foundation/Foundation.h so
perhaps this would be OK for the Iphone as well if the ordering of
the includes was changed.

 4) In include/osg/GL you've added a glReadBuffer implementation.  For
the other GLES
 platforms I didn't need this as the examples/OSG lib code so I
presume either I've missed
 something or that you've not go the OSG_GLES1_AVAILABLE macro
defined correctly.

 Which parts of the OSG didn't build without this addtion to include/osg/GL?

I'll keep doing my review and merge the parts that shouldn't cause any
build issues.

Cheers,
Robert.
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Re: [osg-users] OSG on IPhone

2009-12-07 Thread Robert Osfield
Hi Thomas,

I have another question:

5) You have your own version ReaderWriterImageIO.cpp in:


Xcode/OpenSceneGraph/IPhone_Project/osgPlugins/imageio/ReaderWriterImageIO.cpp

   What is the reason for this?  Is it not possible to compile the
standard imageio plugin?


Thanks,
Robert.
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Re: [osg-users] osg on iPhone / iPod touch with OpenGL ES 1.1

2009-08-05 Thread Adrian Egli OpenSceneGraph (3D)
Hi All,

Just for your information :

http://www.computamaps.com/assets/press/iphone.htm

regards
adrian

2009/7/17 Robert Osfield robert.osfi...@gmail.com

 Hi Marco,

 No OpenGL ES 1.x code has been checked in yet, but there have been
 successful trail ports to OpenGL ES 1.x.  Next week I'll just so
 happen to be with a client interested in this side of work, although
 not related to the iFamilyOfProducts, so hopefully we'll be able to
 come up with clearer strategy for getting OpenGL ES 1.x support
 integrated into the core OSG.

 The likely approach will be to initially start with a branch in our
 svn repository for the port to OpenGL ES, and then have me refactor
 svn/trunk to step by step pull in the changes till we have svn/trunk
 compatible with OpenGL ES 1.x and then later with openGL ES 2.x.

 The time frame is difficult to pinpoint right now as it depends on
 various different groups coordinating work as well just how quickly
 the technical challenges are surmounted.  I would hope that we could
 see a OpenSceneGraph-2.12 release (the next stable release after the
 imminent OSG-2.10 release) with OpenGL ES 1.x support this autumn.

 Cheers,
 Robert.

 On Thu, Jul 16, 2009 at 5:28 PM, Marco Lohsemlo...@motama.com wrote:
  Since this is my first post: First of all, thank you for osg!
 
  We would be interested in a OpenGL ES 1.1 version for running our osg
 based applications on iPhone / iPod touch using Open GL ES 1.1
 
  I found some references saying that there will be support for this
 platform. Now, I would like to know what the current status is, what still
 needs to be done, etc. I would also be interested in knowing the current
 status and plans for Open GL ES 2.0 (for the latest iPhone versions).
 
  We are willing to help with beta-testing, and - depending on the current
 status - also to do some coding.
 
  I would appreciate your comments
 
  Thank you! Marco
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=15037#15037
 
 
 
 
 
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-- 

Adrian Egli
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Re: [osg-users] osg on iPhone / iPod touch with OpenGL ES 1.1

2009-07-17 Thread Robert Osfield
Hi Marco,

No OpenGL ES 1.x code has been checked in yet, but there have been
successful trail ports to OpenGL ES 1.x.  Next week I'll just so
happen to be with a client interested in this side of work, although
not related to the iFamilyOfProducts, so hopefully we'll be able to
come up with clearer strategy for getting OpenGL ES 1.x support
integrated into the core OSG.

The likely approach will be to initially start with a branch in our
svn repository for the port to OpenGL ES, and then have me refactor
svn/trunk to step by step pull in the changes till we have svn/trunk
compatible with OpenGL ES 1.x and then later with openGL ES 2.x.

The time frame is difficult to pinpoint right now as it depends on
various different groups coordinating work as well just how quickly
the technical challenges are surmounted.  I would hope that we could
see a OpenSceneGraph-2.12 release (the next stable release after the
imminent OSG-2.10 release) with OpenGL ES 1.x support this autumn.

Cheers,
Robert.

On Thu, Jul 16, 2009 at 5:28 PM, Marco Lohsemlo...@motama.com wrote:
 Since this is my first post: First of all, thank you for osg!

 We would be interested in a OpenGL ES 1.1 version for running our osg based 
 applications on iPhone / iPod touch using Open GL ES 1.1

 I found some references saying that there will be support for this platform. 
 Now, I would like to know what the current status is, what still needs to be 
 done, etc. I would also be interested in knowing the current status and plans 
 for Open GL ES 2.0 (for the latest iPhone versions).

 We are willing to help with beta-testing, and - depending on the current 
 status - also to do some coding.

 I would appreciate your comments

 Thank you! Marco

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=15037#15037





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[osg-users] osg on iPhone / iPod touch with OpenGL ES 1.1

2009-07-16 Thread Marco Lohse
Since this is my first post: First of all, thank you for osg!

We would be interested in a OpenGL ES 1.1 version for running our osg based 
applications on iPhone / iPod touch using Open GL ES 1.1

I found some references saying that there will be support for this platform. 
Now, I would like to know what the current status is, what still needs to be 
done, etc. I would also be interested in knowing the current status and plans 
for Open GL ES 2.0 (for the latest iPhone versions).

We are willing to help with beta-testing, and - depending on the current status 
- also to do some coding.

I would appreciate your comments

Thank you! Marco

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=15037#15037





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