[osg-users] Android on windows?

2012-04-21 Thread Akilan Thangamani
Hi

I gone through many installation procedures of osg with android. All emphasized 
on linux. Nowhere I could find for windows. Can android be configured with 
X-windows system only?



Thanks

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[osg-users] osgShadow and node masks

2012-04-21 Thread Garth D


Hi all,

I was wondering if someone could help me out with respect to correcting 
my understanding of shadows and node masks. I am using OpenSceneGraph 3.0.1.


I have created a scene, including a osgShadow::ShadowedScene. I have set 
the node mask for receiving shadows (via setReceivesShadowTraversalMask) 
to 1, and the mask to cast shadows (via setCastsShadowTraversalMask) to 
2. I am using ShadowTexture- I have not been able to get the other 
techniques to work properly.


I have some text (osgText::Text) that I wish to attach to an animated 
model, screen-facing. I neither want to cast nor receive shadows from 
this text. The text is attached to a osg::Geode, which is attached to a 
osg::MatrixTransform, which the model is also attached to, indirectly. 
Up the tree a little bit, the osgShadow::ShadowedScene can be found.


If I leave the Geode as-is, it takes the default all-bits-set node mask, 
and casts a shadow. If I set it to 2, it casts a shadow. If I set it to 
1, it doesn't cast one, but receives shadows from objects in the scene.


If I then set the Geode node mask to 0, or 4, both of which should 
indicate no shadow casting or receiving (as bits zero and one are not 
set), the text vanishes entirely.


Now, obviously it shouldn't do that.

I saw similar symptoms when playing with osgEphemeris, but didn't dig 
into it further when I shifted away from using it.


If believe that if I reparent the scene so that it lies outside of the 
ShadowedScene, it appears correctly. This is because I have a scene 
fadeout using RTT, and I reparent the scene so that it does not touch a 
ShadowedScene in this case, and the text appears again during the 
transition.


I am wondering if my understanding of node masks and how they interact 
with osgShadow is correct. If not, if someone could indicate where and 
how I am using them incorrectly, it would be appreciated.


I was also wondering with respect to modern-day usage, which parts of 
osgShadow would be considered most reliable and mature.


Cheers,
Garth
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-21 Thread Torben Dannhauer
Hi,

I personally prefer the design on http://webkeux.com/osg/ over the one on 
openscenegraph.com

regarding the beginner stuff: I suggest we differentiate betwen Getting 
started and Setup a BuildEnvironment.

As I started with OSG in 2009, the biggest hurdle was the build environment.
These instructions are quite lengthly, so I suggest to factor them out of the 
getting started tutorial.
Maybe we could have common beginner tutorials (Getting started and others) on 
the one hand and platform specific Setup Build Environment tutorials (per OS 
and/or per used Buildtools) on the other. The getting started tutorial could 
refer to the platform specific instructions at the beginning.

I think this refactoring would reduce the wall a lot because it is more 
clearly which tutorials are relevant for a beginner (usually two, the getting 
started and his specific setup Build Environment.

Cheers,
Torben

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Re: [osg-users] Android on windows?

2012-04-21 Thread Jorge Izquierdo Ciges
Not at all, you just need a system with Cmake in command line and a NDK
package compatible (There are only for windows, mac and Linux). And yes
there are people working with Osg for Android in Windows, Mac and Linux.
Linux and Mac are just more straightforward to work. If you search the
forum there where one or two persons that confirmed working versions on
Windows.
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Re: [osg-users] First OSG application on Ipad

2012-04-21 Thread Stephan Huber
Hi Wojciech,

Am 20.04.12 17:28, schrieb Wojciech Lewandowski:

 We want to port an OSG program to Ipad. This was once written on Windows.
 We already gathered some experience on OSG/GLES when porting it to Android.
 And now its time for IOS. We are completely fresh on IOS Mac programming,
 though. So fresh, we don't even own a Mac for development station, yet. In
 preparation for the task I was looking on OSG site and mailing list for
 some guidance. My overall impression is not too rosy, though. I've found
 posts that CMake does not work with XCode and XCode project has a separate
 manually maintained repo. Since I am a such a newbie on the topic I can't
 figure out how severe the whole picture is and how easy or messy attempt
 could be. So I decided to just start a small poll and ask these few
 questions directly:

CMake and XCode:

XCode is now distributed via the mac app store, the app resides in the
app-folder, and not as in previous versions in a dedicated folder called
/Developer Older versions of Cmake required that xcode lives in
/Developer. This broke project generation for xcode. Fortunately the
nightly builds available at cmake.org include a bug fix, so cmake is
working again for os x and ios.

CMake generated project files vs hand-maintained xcode-project files on
github (https://github.com/stmh/osg/tree/iphone


cmake:
+ project files for most of the plugins
- generated project files work either for the simulator or for the
device (you'll need two xcode project files for sim and device)
- no working example app

hand-maintained xcode-project-files via github branch:
+ project can compile libs for device and lib
+ project can be embedded in other xcode-project and xcode can resolve
all dependencies automatically.
+ working examples
- only a handful plugins are supported



 - Is IOS/OSG environment mature enough to attempt a more advanced
 application than test samples ?

I think it's stable enough to do serious work. AFAIK there are some apps
in the wild from Thomas Hogarth and I published a small app two weeks ago.

 - For larger app would you recommend XCode or command line Cmake build ?

AFAIK It's necessary to use xcode for building an ipad app (codesigning
for example), but you can compile your xcode project from the
commandline using xcodebuild, which works good enough. I'd recommend xcode.

 - I have read that XCode can be quite unresponsive with OSG project on Mac
 mini. Could you recommend some minimal HW configuration to handle the
 environment and allow for comfortable work ?

yes, that's true, xcode need a lot of cycles to open and munge the
osg-project files, you can avoid this by compiling the osg libs and
-plugins with xcodebuild via the command line; and, you'll do this only
once to get a set of libs you can use for your further development tasks.

So, basically you compile your osg libs and plugins once, set up your
project and use the libs from there. Working on your own project with
xcode is fast and flawless, so no worry about that. (linking will take
its time though)

A recent mac with plenty of RAM (xcode tends to use all available RAM it
can get) and a lot of cores :) will suffice. I think an midsized
quadcore iMac would be a good start. I do most of my development with a
two year old MacBookPro with 8GB RAM and a 256GB SSD and on a four year
old quad core Mac Pro.

 - Can OSG/GLES program be tested on IPAD emulator on Mac ? We could not do
 it with Android (last week version of Android SDK  supposedly changes that)
 ?

If you compile osg for simulator and device, and adjust the project
settings accordingly then you can test your app on the simulator and on
the device. In my experience the simulator is slower than the actual
device and you'll notice some artefacts/errors when rendering opengl es
from within the simulator.

I have a set of universal libs of osg which work for the device and for
the simulator. If there's any interest I can share them online. (Built
from the handmaintained xcode-project via github)

The hard part with osg + ios is to get a set of working libs for
simulator and device. If you have your libs and plugins in place
development is as easy as with other platforms besides the longer
compile-test/debug-on-device-cycles.

 - OSG development on Android in my opinion is far from perfect situation
 (comparing to Linux or Windows). If you had an experience with both Android
 and IOS can you just say if development for IPAD is simpler or tougher ?

I don't have any experience with android, but when you have a set of osg
libs ready for development, the experience is quite good. As xcode
compiles your code while you are typing most of the common errors are
spotted in realtime. The link times are really long, most notably for
debug builds.

Here's my personal setup:

* I am using the handmaintained xcode-project files mostly because I do
not need all the plugins
* I have a dedicated old mini with continuous integration via hudson,
which checks the iphone 

Re: [osg-users] First OSG application on Ipad

2012-04-21 Thread Wojciech Lewandowski
Thanks a lot Stephan. This is tremendous help. And very encouraging. I see
it's time to purchase the dev machine and start practical excercisses ;-)

Thanks again,
Wojtek

2012/4/21 Stephan Huber ratzf...@digitalmind.de

 Hi Wojciech,

 Am 20.04.12 17:28, schrieb Wojciech Lewandowski:

  We want to port an OSG program to Ipad. This was once written on Windows.
  We already gathered some experience on OSG/GLES when porting it to
 Android.
  And now its time for IOS. We are completely fresh on IOS Mac programming,
  though. So fresh, we don't even own a Mac for development station, yet.
 In
  preparation for the task I was looking on OSG site and mailing list for
  some guidance. My overall impression is not too rosy, though. I've found
  posts that CMake does not work with XCode and XCode project has a
 separate
  manually maintained repo. Since I am a such a newbie on the topic I can't
  figure out how severe the whole picture is and how easy or messy attempt
  could be. So I decided to just start a small poll and ask these few
  questions directly:

 CMake and XCode:

 XCode is now distributed via the mac app store, the app resides in the
 app-folder, and not as in previous versions in a dedicated folder called
 /Developer Older versions of Cmake required that xcode lives in
 /Developer. This broke project generation for xcode. Fortunately the
 nightly builds available at cmake.org include a bug fix, so cmake is
 working again for os x and ios.

 CMake generated project files vs hand-maintained xcode-project files on
 github (https://github.com/stmh/osg/tree/iphone


 cmake:
 + project files for most of the plugins
 - generated project files work either for the simulator or for the
 device (you'll need two xcode project files for sim and device)
 - no working example app

 hand-maintained xcode-project-files via github branch:
 + project can compile libs for device and lib
 + project can be embedded in other xcode-project and xcode can resolve
 all dependencies automatically.
 + working examples
 - only a handful plugins are supported



  - Is IOS/OSG environment mature enough to attempt a more advanced
  application than test samples ?

 I think it's stable enough to do serious work. AFAIK there are some apps
 in the wild from Thomas Hogarth and I published a small app two weeks ago.

  - For larger app would you recommend XCode or command line Cmake build ?

 AFAIK It's necessary to use xcode for building an ipad app (codesigning
 for example), but you can compile your xcode project from the
 commandline using xcodebuild, which works good enough. I'd recommend xcode.

  - I have read that XCode can be quite unresponsive with OSG project on
 Mac
  mini. Could you recommend some minimal HW configuration to handle the
  environment and allow for comfortable work ?

 yes, that's true, xcode need a lot of cycles to open and munge the
 osg-project files, you can avoid this by compiling the osg libs and
 -plugins with xcodebuild via the command line; and, you'll do this only
 once to get a set of libs you can use for your further development tasks.

 So, basically you compile your osg libs and plugins once, set up your
 project and use the libs from there. Working on your own project with
 xcode is fast and flawless, so no worry about that. (linking will take
 its time though)

 A recent mac with plenty of RAM (xcode tends to use all available RAM it
 can get) and a lot of cores :) will suffice. I think an midsized
 quadcore iMac would be a good start. I do most of my development with a
 two year old MacBookPro with 8GB RAM and a 256GB SSD and on a four year
 old quad core Mac Pro.

  - Can OSG/GLES program be tested on IPAD emulator on Mac ? We could not
 do
  it with Android (last week version of Android SDK  supposedly changes
 that)
  ?

 If you compile osg for simulator and device, and adjust the project
 settings accordingly then you can test your app on the simulator and on
 the device. In my experience the simulator is slower than the actual
 device and you'll notice some artefacts/errors when rendering opengl es
 from within the simulator.

 I have a set of universal libs of osg which work for the device and for
 the simulator. If there's any interest I can share them online. (Built
 from the handmaintained xcode-project via github)

 The hard part with osg + ios is to get a set of working libs for
 simulator and device. If you have your libs and plugins in place
 development is as easy as with other platforms besides the longer
 compile-test/debug-on-device-cycles.

  - OSG development on Android in my opinion is far from perfect situation
  (comparing to Linux or Windows). If you had an experience with both
 Android
  and IOS can you just say if development for IPAD is simpler or tougher ?

 I don't have any experience with android, but when you have a set of osg
 libs ready for development, the experience is quite good. As xcode
 compiles your code while you are typing most of the common errors 

Re: [osg-users] Android on windows?

2012-04-21 Thread Jan Ciger

On 04/21/2012 08:27 AM, Akilan Thangamani wrote:

Hi

I gone through many installation procedures of osg with android. All emphasized 
on linux. Nowhere I could find for windows. Can android be configured with 
X-windows system only?



It is documented on the wiki and the general Android SDK/NDK 
installation for Windows is on the Google download site.


However, from experience, working on Linux is *a lot* easier, because 
the Android tools rely on a lot of programs that are not available on 
Windows by default - you have to use Cygwin, do gymnastics with PATH 
variables, sometimes hack the Android makefiles ... It is quite pain.


Regards,

Jan
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