Thanks, Eduardo. We already learned a bit on GLES but will certainly look for IOS specifics.
Wojtek 2012/4/22 Eduardo Poyart <poy...@gmail.com> > Hi, > > Stephan made great work helping iOS development with OSG. I've been > extending it by providing Xcode projects built from scratch from Xcode > 4.3's template, and by modifying the sample to work with GLES 2, > including a simple shader. It should build out of the box. > > Work on the sample and shader is ongoing, but you can check it out at > https://github.com/Eduardop/osg-iOS. On the next few days I'll include > texturing on the shader and a textured sample model. > > Hope that helps! I would gladly appreciate feedback. > > Eduardo > > > On Sat, Apr 21, 2012 at 3:27 AM, Wojciech Lewandowski > <w.p.lewandow...@gmail.com> wrote: > > 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 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 branch from github for changes and compiles all > >> libs and plugins for simulator/device/debug/release. Via a shell script > >> I combine the simulator and device libs to create so-called universal > >> libs. If nothing went wrong headers, libs and plugins get committed to > >> subversion automatically. > >> * I am using xcode for my ios-apps, setting include-paths and header > >> paths accordingly and that's it. > >> * Most of the time i do release builds for testing, as linking the > >> debug-targets takes a reasonable amount of time and are slow on the > >> device and on the simulator. > >> > >> > >> > >> hope that helps. > >> > >> cheers, > >> Stephan > >> _______________________________________________ > >> 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 >
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