Re: [osg-users] OSG on iPhone (size?)
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38662#38662 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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?)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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 ___ 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] OSG on iPhone (size?)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on iPhone (size?)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33745#33745 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30427#30427 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Mathieu ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30217#30217 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29428#29428 ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29977#29977 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29900#29900 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29944#29944 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29428#29428 ___ 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
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29428#29428 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28786#28786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28179#28179 Attachments: http://forum.openscenegraph.org//files/iphoneosg_592.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22250#22250 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
osg on iphone is incredible.. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22254#22254 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22070#22070 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Provide services around OpenSceneGraph +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net 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 signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 -- Provide services around OpenSceneGraph +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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 ___ 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
Re: [osg-users] OSG on IPhone
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG on IPhone
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg on iPhone / iPod touch with OpenGL ES 1.1
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 ___ 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 -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg on iPhone / iPod touch with OpenGL ES 1.1
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 ___ 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] osg on iPhone / iPod touch with OpenGL ES 1.1
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org