Most of the issues have been cleared up. It now functions pretty much just
like the desktop version.

Remaining issues:
- translation still doesn't work (again, Android lacks native locale
support; I'm trying to see if necessitas supports or will support
translation, since going through Java will be a pain)
- some of the static plugins don't support OpenGL ES 2, so I have them
disabled
- a necessitas bug
<https://sourceforge.net/p/necessitas/tickets/120/>prevents us from
using the package's assets directory properly, so files
need to be duplicated to /sdcard/stellarium for now

Next thing to add, maybe after I fix #2 and see if anything can currently
be done about #1, is the mobile GUI plugin. This will probably be from
scratch; Stellarium Mobile's GUI doesn't seem to be very tablet-friendly,
and I want this to be more flexible.


When/how should this stuff be pushed upstream? I still have a number of
shell scripts handling things, and I don't know how much of that can or
should be moved into cmake.

On Thu, Feb 9, 2012 at 7:43 PM, Brady Brenot <br...@brenot.ca> wrote:

> Fixed that by adding -DQT_PLUGIN in addition to -DQT_STATICPLUGIN for the
> GUI plugin.
>
> It runs. Not well; it's slow (10-18 FPS), the fonts gradually corrupt
> themselves, and the stars don't seem to render. It does eventually hit the
> context assert again after something else changes the context. I'm still
> looking into why that's happening.
>
>
> On Thu, Feb 9, 2012 at 9:42 AM, Brady Brenot <br...@brenot.ca> wrote:
>
>> I've tracked that one down. Somehow, the current GL Context is changed by
>>
>> loadingBar.draw();
>>
>> Called in StellApp.cpp:247
>>
>> After the context is changed, it refuses to change back, and we
>> eventually hit that assert.
>>
>> Commenting the draw() call out gets me all the way to the point where it
>> asserts over the lack of a GUI plugin, which is odd since it's definitely
>> linked in the final .so ...
>> On Feb 9, 2012 12:08 AM, "Cao Fei" <fcao2...@gmail.com> wrote:
>>
>>> Yes, me too. I just commented out that line....
>>>
>>> On Thu, Feb 9, 2012 at 2:19 PM, Brady Brenot <br...@brenot.ca> wrote:
>>>
>>>> Never mind, I'm hitting the same snag in
>>>>
>>>> Q_ASSERT(StelPainter::glContext==QGLContext::currentContext());
>>>>
>>>>
>>>> On Tue, Feb 7, 2012 at 3:04 PM, Jan Kotek <j...@kotek.net> wrote:
>>>>
>>>>> Hi,
>>>>>
>>>>> Just a note:
>>>>> Google recently opensourced Google Sky Map. It is written in Java.
>>>>>
>>>>> http://code.google.com/p/stardroid/
>>>>>
>>>>> Regards,
>>>>> Jan Kotek
>>>>>
>>>>>
>>>>> On Tuesday 07 February 2012 14:28:18 Brady Brenot wrote:
>>>>> > So, I'm working on getting Stellarium running in Android; from the
>>>>> looks of
>>>>> > the mailing list, I'm not completely alone in the endeavour (are you
>>>>> still
>>>>> > working on it, Cao Fei?). I've got it to the point where it gets
>>>>> into the
>>>>> > splashscreen, then crashes. I'm going to debug the thing tonight and
>>>>> figure
>>>>> > out why that's happening.
>>>>> >
>>>>> > In any case, the branch is at
>>>>> > *lp:~brady.brenot/stellarium/android-port<
>>>>> https://code.launchpad.net/~brady.
>>>>> > brenot/stellarium/android-port> *  if anyone wants to take a look.
>>>>> I've got
>>>>> > some documentation up on the wiki (incomplete and possibly
>>>>> inaccurate, I'll
>>>>> > be updating it tonight as well):
>>>>> >
>>>>> > http://www.stellarium.org/wiki/index.php/Android_port
>>>>> > http://www.stellarium.org/wiki/index.php/Building_for_Android
>>>>> >
>>>>> > I've got several helper scripts to make it smoother, since there
>>>>> seem to be
>>>>> > a lot of extra environment variables and things to pass to cmake to
>>>>> get
>>>>> > cross-compiling working. I haven't tried it on any OS other than
>>>>> Windows,
>>>>> > but it should (probably) work.
>>>>>
>>>>>
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>>>>>
>>>>
>>>>
>>>>
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>>> Cloud computing makes use of virtualization - but cloud computing
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>
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