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
> >> _______________________________________________
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> >>
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> >
> >
> >
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> >
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