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 
 

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. - 
Xen
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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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