Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-19 Thread Francesco Argese
Hi Nick,

is there any problem working with ndk r8b? It seems that Android example has 
been done using r8b version.

Thank you very much,
Francesco


Trajce Nikolov NICK wrote:
 Hi Francesco,
 
 this top was discussed heavely last week (look for osgAndroidExample in the 
 archive). Here is a fix for that error - you have to edit a file
 
 
 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653
  
 (http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653)
 


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-19 Thread Trajce Nikolov NICK
Hi Francesco,

no idea. Others have to answer this one. I was adviced to use r8d. After
that small fix it should work ok

Nick


On Fri, Apr 19, 2013 at 9:10 AM, Francesco Argese kekk...@gmail.com wrote:

 Hi Nick,

 is there any problem working with ndk r8b? It seems that Android example
 has been done using r8b version.

 Thank you very much,
 Francesco


 Trajce Nikolov NICK wrote:
  Hi Francesco,
 
  this top was discussed heavely last week (look for osgAndroidExample in
 the archive). Here is a fix for that error - you have to edit a file
 
 
 
 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653(
 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653
 )
 


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-19 Thread Jan Ciger
On Fri, Apr 19, 2013 at 9:10 AM, Francesco Argese kekk...@gmail.com wrote:

 Hi Nick,

 is there any problem working with ndk r8b? It seems that Android example
 has been done using r8b version.


I am using the r8d version with no major problems. The r8e (the latest) has
some issues, though.

Regards,

Jan
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-18 Thread Francesco Argese

S2LR wrote:
 
 [...]
  I'm getting the following error when I run the make...
 
 Android NDK: Parsing Application.mk
 Android NDK:   APP_PIE is
 C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: *** non-numeric 
 second argument to `wordlist' function: ''.  Stop.
 make[2]: *** [Android-OpenSceneGraph] Error 2
 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
 make: *** [all] Error 2
 
 Any idea on what this error is referring to?
 [...]
 
 


With r8c the procedure gives the same error while with 
android-ndk-r8b-windows.zip compilation starts. That ndk can be found at the 
following link:
https://dl.google.com/android/ndk/android-ndk-r8b-windows.zip

Francesco

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-18 Thread Trajce Nikolov NICK
Hi Francesco,

this top was discussed heavely last week (look for osgAndroidExample in the
archive). Here is a fix for that error - you have to edit a file

http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653


Cheers,
Nick


On Thu, Apr 18, 2013 at 12:14 PM, Francesco Argese kekk...@gmail.comwrote:


 S2LR wrote:
 
  [...]
   I'm getting the following error when I run the make...
 
  Android NDK: Parsing Application.mk
  Android NDK:   APP_PIE is
  C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: ***
 non-numeric second argument to `wordlist' function: ''.  Stop.
  make[2]: *** [Android-OpenSceneGraph] Error 2
  make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
  make: *** [all] Error 2
 
  Any idea on what this error is referring to?
  [...]
 
 


 With r8c the procedure gives the same error while with
 android-ndk-r8b-windows.zip compilation starts. That ndk can be found at
 the following link:
 https://dl.google.com/android/ndk/android-ndk-r8b-windows.zip

 Francesco

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-04 Thread Alistair Baxter
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Shayne Tueller
Sent: 03 April 2013 16:30
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in Windows

 I guess if one presents information or a tutorial for building OSG on Android 
 for Windows, 
 it should be complete, accurate, and thorough. It appears that vital 
 information or detail is
 missing in the tutorial regarding the role of the Android NDK or getting it 
 set up in building 
 the OSG in this context.

The original post on this thread was an info-dump of some of our own internal 
documentation which was constructed because we couldn't set up and build osg on 
Android for Windows by ourselves given the information available in the various 
wiki pages and forum threads without recourse to information from elsewhere. 
More information about successful methods people have used for anything in IT 
is always useful, even if your mileage may vary. Midland Valley is an 
independent software company, and we do not take responsibility for the (woeful 
lack of) official documentation on OSG, we were merely trying to help.

In any case, the piece of information I gave you was covered by Nathan's 
disclaimer

This guide assumes you have Eclipse, the Android SDK and NDK installed and set 
up already.

At the beginning of the tutorial. Being able to build the existing NDK examples 
via your chosen build method is a sensible prerequisite before you try to work 
with an incompletely ported thirdparty library like OSG.

Alistair Baxter
Software Engineer

Visit our team on booth 1710 at the AAPG ACE, Pittsburgh, 19th - 22nd May 2013. 

Midland Valley Exploration Ltd.
144 West George Street
Glasgow G2 2HG
United Kingdom
Tel: +44 (0) 141 332 2681
Fax:+44 (0) 141 332 6792
The structural geology experts 


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-04 Thread Jordi Torres
Hi Shayne and Allistair,

Maybe the OSG documentation about android is not enough (specially if you
try to build it in windows). But if you have new tutorials or you can
improve the existing ones, don't hesitate to ask for an account to edit
http://openscenegraph.com website. New documentation or tutorials are
really welcome. To maintain the documentation up to date (this includes to
add new docs to compile something) is a work for the whole community. So I
encourage you to get involved and collaborate :).  The rest of the
community will be grateful.


Cheers


2013/4/4 Alistair Baxter alist...@mve.com

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] On Behalf Of Shayne Tueller
 Sent: 03 April 2013 16:30
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] How to build OpenSceneGraph for Android in Windows

  I guess if one presents information or a tutorial for building OSG on
 Android for Windows,
  it should be complete, accurate, and thorough. It appears that vital
 information or detail is
  missing in the tutorial regarding the role of the Android NDK or getting
 it set up in building
  the OSG in this context.

 The original post on this thread was an info-dump of some of our own
 internal documentation which was constructed because we couldn't set up and
 build osg on Android for Windows by ourselves given the information
 available in the various wiki pages and forum threads without recourse to
 information from elsewhere. More information about successful methods
 people have used for anything in IT is always useful, even if your mileage
 may vary. Midland Valley is an independent software company, and we do not
 take responsibility for the (woeful lack of) official documentation on OSG,
 we were merely trying to help.

 In any case, the piece of information I gave you was covered by Nathan's
 disclaimer

 This guide assumes you have Eclipse, the Android SDK and NDK installed
 and set up already.

 At the beginning of the tutorial. Being able to build the existing NDK
 examples via your chosen build method is a sensible prerequisite before you
 try to work with an incompletely ported thirdparty library like OSG.

 Alistair Baxter
 Software Engineer
 
 Visit our team on booth 1710 at the AAPG ACE, Pittsburgh, 19th - 22nd May
 2013.

 Midland Valley Exploration Ltd.
 144 West George Street
 Glasgow G2 2HG
 United Kingdom
 Tel: +44 (0) 141 332 2681
 Fax:+44 (0) 141 332 6792
 The structural geology experts


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-04 Thread Jan Ciger
Hello,


On Thu, Apr 4, 2013 at 12:59 AM, Shayne Tueller
shayne.tuel...@hill.af.milwrote:



 I'm aware of that. I actually use both the email list and the forum
 interchangeably. I assumed most people did as well to see the full context
 of discussion. Apparently that is not the case.


Ah, I doubt most people actually read both, as it is redundant and everyone
has their preferred way of reading the discussions. Some prefer the forums,
the old timers who have a lot of info to follow prefer the list.


 For individuals who mainly use the email list, I will try to be more
 explicit in referring back to the forum.


Thanks. It will also help anyone who searches the list archives for answers.



 In answer to your question...no, I'm not referring to another tutorial.
 This was the only one. I tried it out and it didn't work so well (so far).
 I simply asked why and I got answers. Nothing more, nothing less.


Good. I should have asked right away which tutorial were you referring to.


 Hmmm...you must have missed the email list response from Alistair Baxter
 on 4/3/13 @ 2:11am who was addressing my questions in behalf of Nathan
 Collins who is out of town. He apparently saw what I wrote and the context
 that it was written in. He knew what I was talking about...



Indeed, I did miss that exchange - but that could be also due the mailing
list software that created a new thread for the mail with your question. So
I saw it out of context, unfortunately.

 Give that a shot. That tutorial is tried, it does work and is using the
 official (Google supported) way of building applications for Android.
  However, you may still encounter bugs - like the last compilation error
 you had. That is the nature of the beast, because the NDK is quite fast
 moving target and Google is prone to fix one bug and introduce two new ones
 in every release. Furthermore, their documentation for it is pretty much
 non-existent.


 Pretty hard to read documentation that is pretty much non-existent...even
 for a novice...;^)


I meant the OSG documentation (which is quite decent) and the published NDK
docs. The NDK documentation is limited, indeed, but there isn't a lot we
can do about that.

Regards,

Jan
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Alistair Baxter
You do not need Cygwin installed or active to build NDK code for Android any 
more - it was a prerequisite for old NDKs, and it is still needed if you want 
to use Google's Eclipse plug in for C/C++ code debugging, though.

From our internal documentation page where Nathan assembled the instructions 
(he's on holiday right now), the extra bit that you need is probably this:

Install Android NDK
Available here:
http://developer.android.com/tools/sdk/ndk/index.html

Extract it to a location with no spaces in the path, such as 
C:\Local\android-ndk-[ver]

Add to your system environment variables:
ANDROID_HOME[Android-NDK-Install-Dir]
ANDROID_NDK_ROOT[Android-NDK-Install-Dir]

Add to your existing PATH: 

[Android-SDK-Install-Dir]\tools;[Android-SDK-Install-Dir]\platform-tools;[Android-NDK-Install-Dir].


Alistair Baxter
Software Engineer

Visit our team on booth 1710 at the AAPG ACE, Pittsburgh, 19th - 22nd May 2013. 

Midland Valley Exploration Ltd.
144 West George Street
Glasgow G2 2HG
United Kingdom
Tel: +44 (0) 141 332 2681
Fax:+44 (0) 141 332 6792
The structural geology experts 


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Shayne Tueller
Sent: 02 April 2013 14:47
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in Windows

Hi,

I went through this tutorial and got stuck when invoking the make command to 
build OSG. It errors out with the message 

ANDROID_NDK-NOTFOUND\ndk-build ...

I'm supposing that there was a step omitted in the tutorial that tells the 
cmake configure utility on where to find the android ndk (i.e. defining the 
path to find ndk-build).

Is this correct or am I missing something? I would like to try and get this to 
work.

Thanks for any help in advance...

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Jan Ciger

On 04/03/2013 10:10 AM, Alistair Baxter wrote:

You do not need Cygwin installed or active to build NDK code for Android any 
more - it was a prerequisite for old NDKs, and it is still needed if you want 
to use Google's Eclipse plug in for C/C++ code debugging, though.

 From our internal documentation page where Nathan assembled the instructions 
(he's on holiday right now), the extra bit that you need is probably this:



Well, that is contrary to the published Google documentation, 
unfortunately.


I have managed to build code using just GNU Make and the ndk_build 
without Cygwin too, but it is unsupported and you are likely to 
encounter all kinds of bugs - most of the scripts in NDK assume 
Unix/Linux system and bash being available. I have spent almost a week 
fighting with a problem that ended up being caused by the version of 
bash from MinGW (or Git, not sure now) that is patched to actually 
mangle the path names, pre-pending its own installation directory. That 
was of course causing ndk_build and other scripts to fail in random 
ways. That's why Google is asking for Cygwin - it is a known-good 
quantity.


I really don't recommend doing this unless you have a lot of time to 
waste debugging the convoluted NDK build system.



Regards,

Jan

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Thanks to everyone for their input so far.

I guess if one presents information or a tutorial for building OSG on Android 
for Windows, it should be complete, accurate, and thorough. It appears that 
vital information or detail is missing in the tutorial regarding the role of 
the Android NDK or getting it set up in building the OSG in this context.

Anway, I did add the environment variables that were missing which allowed me 
to progress further but now I'm getting the following error when I run the 
make...

Android NDK: Parsing Application.mk
Android NDK:   APP_PIE is
C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: *** non-numeric 
second argument to `wordlist' function: ''.  Stop.
make[2]: *** [Android-OpenSceneGraph] Error 2
make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
make: *** [all] Error 2

Any idea on what this error is referring to?

Just as a sanity check, has anyone else had success in building OSG for Android 
using the tutorial given above? I thought I'd ask before investing too much 
time in something that may not work...

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Jorge Izquierdo Ciges
For your sanity don't use r8e yet there have been complaints about some
toolchains broken. Check with r8d.
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Jan Ciger
Hello,

On Wed, Apr 3, 2013 at 5:29 PM, Shayne Tueller
shayne.tuel...@hill.af.milwrote:

 Thanks to everyone for their input so far.

 I guess if one presents information or a tutorial for building OSG on
 Android for Windows, it should be complete, accurate, and thorough. It
 appears that vital information or detail is missing in the tutorial
 regarding the role of the Android NDK or getting it set up in building the
 OSG in this context.



Shayne, I think that the documentation is pretty reasonable in this regard.
You cannot expect OSG documentation to teach you what is NDK, how it works
and how it fits within an Android application.



 Anway, I did add the environment variables that were missing which allowed
 me to progress further but now I'm getting the following error when I run
 the make...

 Android NDK: Parsing Application.mk
 Android NDK:   APP_PIE is
 C:/AndroidDevelopment/android-ndk-r8e/build/gmsl/__gmsl:512: ***
 non-numeric second argument to `wordlist' function: ''.  Stop.
 make[2]: *** [Android-OpenSceneGraph] Error 2
 make[1]: *** [CMakeFiles/ndk.dir/all] Error 2
 make: *** [all] Error 2

 Any idea on what this error is referring to?


That seems to be (yet another) NDK bug. Welcome to the hell that is NDK on
Android. Google reveals this:
http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

Check if that fix helps.



 Just as a sanity check, has anyone else had success in building OSG for
 Android using the tutorial given above? I thought I'd ask before investing
 too much time in something that may not work...


I am using and building OSG without too much hassle on Windows (and Linux)
for Android based on this documentation on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android

There are several people on this list who are working with Android, so yes,
it does work. I had an Android demo with OSG at the recent Laval Virtual
actually.

Jan
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller
Jan,

My comments or inquries were in reference to the tutorial as presented in this 
thread. Of course I don't expect the OSG wiki doc to go into explicit detail 
regarding the Android NDK. My point is that if someone posts a tutorial (in 
this case the main gist of this thread), there should be more detail so that a 
novice can come in, follow its steps, and be successful in completing the 
desired task. Obviously there are some steps missing, hence the reason for this 
discussion.

It appears that I would be best served by following your recommendation of 
following the steps provided on the wiki. It's becoming obvious that taking 
this course of action will give me the greatest chance of success in getting 
the OSG working for Android rather than following what is presented here.

Again, thanks to all who have taken the time out to address my questions and 
concerns. I'm sure there will be more...

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Jan Ciger

On 04/03/2013 07:49 PM, Shayne Tueller wrote:

Jan,

My comments or inquries were in reference to the tutorial as
presented in this thread.


Careful. Many people (including me) are reading this via the mailing 
list, not forum - there is a gateway between the two, so forum posts go 
to the list and list posts show up on the forum.


Thus I had no clue which tutorial as presented in this thread are you 
referring to. For me the thread started with your questions about the 
OSG not building. And only now I see that in addition to the Wiki page 
there is another, two months old mail (in another e-mail thread) from 
Nathan Collins from the 4th February explaining how to build OSG using 
MinGW tools (unsupported way, btw). Or is there yet another tutorial 
that you have actually used?


For the future it would help to make such references explicit (I 
followed the tutorial here: http:// and this happened ...)



Of course I don't expect the OSG wiki doc
to go into explicit detail regarding the Android NDK. My point is
that if someone posts a tutorial (in this case the main gist of this
thread), there should be more detail so that a novice can come in,
follow its steps, and be successful in completing the desired task.
Obviously there are some steps missing, hence the reason for this
discussion.


Right, correct. However, please do address that to Nathan - you haven't 
specified that it was actually his tutorial, so it is likely that nobody 
has realized that that is the one you are talking about. Nathan also 
seems to be using the mailing list, not forum, so he likely missed the 
question entirely.


On the other hand, OSG and NDK is *not* meant for complete novices, 
especially OSG on Android is still a bit rough for various reasons. So 
let's be reasonable here - a novice is actually expected to read the 
documentation before starting on something (like the Cygwin issue ...)




It appears that I would be best served by following your
recommendation of following the steps provided on the wiki. It's
becoming obvious that taking this course of action will give me the
greatest chance of success in getting the OSG working for Android
rather than following what is presented here.


Give that a shot. That tutorial is tried, it does work and is using the 
official (Google supported) way of building applications for Android. 
However, you may still encounter bugs - like the last compilation error 
you had. That is the nature of the beast, because the NDK is quite fast 
moving target and Google is prone to fix one bug and introduce two new 
ones in every release. Furthermore, their documentation for it is pretty 
much non-existent.


In addition, OSG is also moving forward, so you must be flexible and 
actually understand what you are doing. Don't expect that simply copy  
pasting commands into the shell will work. That is why I recommended you 
to first try some of the NDK examples so that you see how things are 
actually supposed to fit together.



Again, thanks to all who have taken the time out to address my
questions and concerns. I'm sure there will be more...


You are welcome and feel free to ask if you any further issues.

Regards,

Jan
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-03 Thread Shayne Tueller

 Careful. Many people (including me) are reading this via the mailing 
 list, not forum - there is a gateway between the two, so forum posts go 
 to the list and list posts show up on the forum.
 
 Thus I had no clue which tutorial as presented in this thread are you 
 referring to. For me the thread started with your questions about the 
 OSG not building. And only now I see that in addition to the Wiki page 
 there is another, two months old mail (in another e-mail thread) from 
 Nathan Collins from the 4th February explaining how to build OSG using 
 MinGW tools (unsupported way, btw). Or is there yet another tutorial 
 that you have actually used?


I'm aware of that. I actually use both the email list and the forum 
interchangeably. I assumed most people did as well to see the full context of 
discussion. Apparently that is not the case. For individuals who mainly use the 
email list, I will try to be more explicit in referring back to the forum.

In answer to your question...no, I'm not referring to another tutorial. This 
was the only one. I tried it out and it didn't work so well (so far). I simply 
asked why and I got answers. Nothing more, nothing less.


 Right, correct. However, please do address that to Nathan - you haven't 
 specified that it was actually his tutorial, so it is likely that nobody 
 has realized that that is the one you are talking about. Nathan also 
 seems to be using the mailing list, not forum, so he likely missed the 
 question entirely.


Hmmm...you must have missed the email list response from Alistair Baxter on 
4/3/13 @ 2:11am who was addressing my questions in behalf of Nathan Collins who 
is out of town. He apparently saw what I wrote and the context that it was 
written in. He knew what I was talking about...


 On the other hand, OSG and NDK is *not* meant for complete novices, 
 especially OSG on Android is still a bit rough for various reasons. So 
 let's be reasonable here - a novice is actually expected to read the 
 documentation before starting on something (like the Cygwin issue ...)


Not sure what to say regarding this comment...


 Give that a shot. That tutorial is tried, it does work and is using the 
 official (Google supported) way of building applications for Android. 
 However, you may still encounter bugs - like the last compilation error you 
 had. That is the nature of the beast, because the NDK is quite fast moving 
 target and Google is prone to fix one bug and introduce two new ones in every 
 release. Furthermore, their documentation for it is pretty much non-existent.


Pretty hard to read documentation that is pretty much non-existent...even for a 
novice...;^)

-Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Shayne Tueller
Hi,

I went through this tutorial and got stuck when invoking the make command to 
build OSG. It errors out with the message 

ANDROID_NDK-NOTFOUND\ndk-build ...

I'm supposing that there was a step omitted in the tutorial that tells the 
cmake configure utility on where to find the android ndk (i.e. defining the 
path to find ndk-build).

Is this correct or am I missing something? I would like to try and get this to 
work.

Thanks for any help in advance...

Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Jan Ciger
Hello,

Quoting from the documentation on the Wiki:

CMake building script will search the Ndk (With the original name as it is
in google releases) in $HOME or $HOME/android_development.Otherwise you can
set manually it's location with the environment variable: ANDROID_NDK.

I.e in cygwin bash (it doesn't work very well without bash in Windows,
don't waste your time trying to compile without cygwin):

export ANDROID_NDK=C:/Android/android-ndk-r8d

Regards,

Jan



On Tue, Apr 2, 2013 at 3:46 PM, Shayne Tueller
shayne.tuel...@hill.af.milwrote:

 Hi,

 I went through this tutorial and got stuck when invoking the make
 command to build OSG. It errors out with the message

 ANDROID_NDK-NOTFOUND\ndk-build ...

 I'm supposing that there was a step omitted in the tutorial that tells the
 cmake configure utility on where to find the android ndk (i.e. defining the
 path to find ndk-build).

 Is this correct or am I missing something? I would like to try and get
 this to work.

 Thanks for any help in advance...

 Shayne

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 http://forum.openscenegraph.org/viewtopic.php?p=53413#53413





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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Shayne Tueller
Hi Jan,

So are you saying that Cygwin is the best way to compile OSG for Android on 
Windows? I don't think the tutorial in this thread uses Cygwin which makes this 
all the more confusing...

I'll try setting the ANDROID_NDK environment variable to the path where it 
resides and issue the make command again.

Thanks for your help.

-Shayne

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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Jan Ciger

On 04/02/2013 06:56 PM, Shayne Tueller wrote:

Hi Jan,

So are you saying that Cygwin is the best way to compile OSG for Android on 
Windows? I don't think the tutorial in this thread uses Cygwin which makes this 
all the more confusing...

I'll try setting the ANDROID_NDK environment variable to the path where it 
resides and issue the make command again.



You need to read (and get familiar) with the Android NDK documentation 
as well. Otherwise you are going to be tearing your hair out for a good 
while.


For Windows, Cygwin 1.7 or higher is required. The NDK will not work 
with Cygwin 1.5 installations.


http://developer.android.com/tools/sdk/ndk/index.html#Reqs

The ndk_build script is a bash script, using GNU make. Neither of those 
tools are available on Windows by default, so you need to get them from 
Cygwin.


I suggest that you first try to compile some simple NDK example so that 
you are familiar with how the build works, how things integrate with the 
regular Android application code (Java) and only then start with OSG.


Regards,

Jan


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-04-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks. I will do that.

I'll most likely have more questions as I move along...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan
Ciger
Sent: Tuesday, April 02, 2013 1:25 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to build OpenSceneGraph for Android in
Windows

On 04/02/2013 06:56 PM, Shayne Tueller wrote:
 Hi Jan,

 So are you saying that Cygwin is the best way to compile OSG for
Android on Windows? I don't think the tutorial in this thread uses
Cygwin which makes this all the more confusing...

 I'll try setting the ANDROID_NDK environment variable to the path
where it resides and issue the make command again.


You need to read (and get familiar) with the Android NDK documentation
as well. Otherwise you are going to be tearing your hair out for a good
while.

For Windows, Cygwin 1.7 or higher is required. The NDK will not work
with Cygwin 1.5 installations.

http://developer.android.com/tools/sdk/ndk/index.html#Reqs

The ndk_build script is a bash script, using GNU make. Neither of those
tools are available on Windows by default, so you need to get them from
Cygwin.

I suggest that you first try to compile some simple NDK example so that
you are familiar with how the build works, how things integrate with the
regular Android application code (Java) and only then start with OSG.

Regards,

Jan


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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-03-17 Thread Jorge Izquierdo Ciges
Revision 13218 introduced a Bug that breaks Android execution (not
compilation), Still, OSG 3.1.3 works.


2013/2/13 Jordi Torres jtorresfa...@gmail.com

 Hi Nathan,

 Could you say if you can compile the trunk version after a svn update?

 Thanks!


 2013/2/6 Robert Osfield robert.osfi...@gmail.com

 Hi Nathan,

 Thanks for the posting the guide.

 On 4 February 2013 14:39, Nathan Collins nat...@mve.com wrote:
  The most important thing is to use the latest stable version of OSG
 (3.0.1) - we found that the svn trunk version just does not want to work.
 This is due to issues loading
  libraries as well as some problems with OSG its self.

 What were the problems you encountered when trying to use the
 svn/trunk version of the OSG?  I'd like to resolved these so they can
 make it into next dev release and subsequent stable release.

 Thanks,
 Robert.
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-02-13 Thread Jordi Torres
Hi Nathan,

Could you say if you can compile the trunk version after a svn update?

Thanks!

2013/2/6 Robert Osfield robert.osfi...@gmail.com

 Hi Nathan,

 Thanks for the posting the guide.

 On 4 February 2013 14:39, Nathan Collins nat...@mve.com wrote:
  The most important thing is to use the latest stable version of OSG
 (3.0.1) - we found that the svn trunk version just does not want to work.
 This is due to issues loading
  libraries as well as some problems with OSG its self.

 What were the problems you encountered when trying to use the
 svn/trunk version of the OSG?  I'd like to resolved these so they can
 make it into next dev release and subsequent stable release.

 Thanks,
 Robert.
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-02-06 Thread Robert Osfield
Hi Nathan,

Thanks for the posting the guide.

On 4 February 2013 14:39, Nathan Collins nat...@mve.com wrote:
 The most important thing is to use the latest stable version of OSG (3.0.1) - 
 we found that the svn trunk version just does not want to work. This is due 
 to issues loading
 libraries as well as some problems with OSG its self.

What were the problems you encountered when trying to use the
svn/trunk version of the OSG?  I'd like to resolved these so they can
make it into next dev release and subsequent stable release.

Thanks,
Robert.
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Re: [osg-users] How to build OpenSceneGraph for Android in Windows

2013-02-04 Thread Jordi Torres
Hi Nathan,

good tutorial! It could be useful to post this to the android section of
the new openscenegraph joomla site:

http://www.openscenegraph.com/index.php/documentation/platform-specifics/android

Cheers.

2013/2/4 Nathan Collins nat...@mve.com

 Hi there,

 We have been attempting to build OSG for Android and thought it would be a
 good idea to share the steps we used to finally get it to work in Windows.
 This guide assumes you have Eclipse, the Android SDK and NDK installed and
 set up already. Whilst you may be used to using the NDK tools in Cygwin, we
 have only used CMD in this guide. The most important thing is to use the
 latest stable version of OSG (3.0.1) - we found that the svn trunk version
 just does not want to work. This is due to issues loading libraries as well
 as some problems with OSG its self.

 As usual, your mileage may vary!

 Install make and MinGW
 ==
 - Download and install make from
 http://gnuwin32.sourceforge.net/downlinks/make.php;
 - Download and install MinGW from
 http://sourceforge.net/projects/mingw/files/latest/download?source=files.
 Don't forget to add the C++ compiler during the installation options;
 - Add the install directories to your PATH. Mine
 were C:\Program Files (x86)\GnuWin32\bin and C:\MinGW\bin.

 Setup a clean version of the OSG source
 ===
 I used a clean version of the OSG source, because we are using a separate
 set of CMake commands.

 *** It is important to use the latest stable version (3.0.1), rather than
 the trunk, otherwise it will not work! ***

 To get a clean version:
 - Install tortoise SVN http://tortoisesvn.net/downloads.html ;
 - In C:\Local use SVN Checkout (a context menu option)
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1
  Set
 the checkout-directory to be C:\Local\OpenSceneGraph-Android;
 - Make two new directories
 inside OpenSceneGraph-Android: build and osginstall;

 Now we build the OSG source. NOTE: if you have
 an NDK_PROJECT_PATH environment variable set you need to remove this now.
 - In CMD navigate to C:\Local\OpenSceneGraph-Android\build and run the
 following CMake command (-DJ=8 command tells make to use 8 cores - change
 this to match your system):

 cmake .. -G MinGW Makefiles -DOSG_BUILD_PLATFORM_ANDROID=ON 
 -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF 
 -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=ON 
 -DOSG_GL_VERTEX_FUNCS_AVAILABLE=ON -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=ON 
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=ON -DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF 
 -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF 
 -DOSG_GLES1_AVAILABLE=ON -DOSG_GLES2_AVAILABLE=OFF -DJ=8 
 -DCMAKE_INSTALL_PREFIX=C:\Local\OpenSceneGraph-Android\osginstall
 - Run make - this takes a while!
 - Run make install which copies our include, lib and obj files
 into osginstall for us.

 Import osgAndroidExampleGLES1 to Eclipse and configure
 ==
 - Copy a version of the osgAndroidExampleGLES1
 from C:\Local\OpenSceneGraph-Android\examples\osgAndroidExampleGLES1 to
 your workspace: workspace\osgAndroidExampleGLES1;
 - In Eclipse, File | Import..., expand Android and select Existing Android
 Code Into Workspace. Next;
 - In Root Directory browse to workspace\osgAndroidExampleGLES1;
 - Select the projects osg.AndroidExample.osgViewer and hit Finish;
 - In Eclipse, open up jni\Android.mk and
 set OSG_ANDROID_DIR to C:\Local\OpenSceneGraph-3.0.1\osginstall on line 7;
 - You also need to add -lgnustl_static onto the end of line 21
 (LOCAL_LDLIBS);

 If you have an ndk version greater than android-ndk-r8b:
 - Open C:\Local\OpenSceneGraph-Android\build\AndroidManifest.xml in a text
 editor;
 -
 Add uses-sdk android:targetSdkVersion=8 
 android:minSdkVersion=8/uses-sdk as
 a child of 'manifest'. You should be able to paste it straight into the
 empty line 6.

 Finally:
 - navigate to workspace\osgAndroidExampleGLES1 in CMD and run ndk-build;
 - plug in a device, or launch an emulator, and debug or run the app in
 Eclipse.

 We hope this helps!

 Regards,

 Nathan Collins
 Intern Software Engineer

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