HI all, just for the sake of documenting for future readers. I had a look at Ogre3D some config files (which builds and runs ok btw) and I found this CMake option -DANDROID_ABI=xxx. Jan, is this the way how to set the abi. I have built the ogre3d sample with the "armeabi-v6 with VFP" and it runs well in the emulator and the device
Also, by googling about disabling neon I found it was discussed by Jorge and other folks here http://forum.openscenegraph.org/viewtopic.php?t=8959&start=15 You can clarify Thanks again Cheers, Nick On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Jan, Jorge, > > first of all, thanks for the support in timely fashion ! Jan, also, thanks > for the details in your email, you really "talk" as to a child - yes I am > doing these baby steps in Android development now so it is highly > appreciated. > > Let me answer Jorge first: > - I am working with the trunk (as always) > - HTC Wildfire S > - The options from here > http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2 > - I have tried both, same behavior > > Jan, here are more questions: > > ...Either compile for the version 5 ABI ("armeabi" - which doesn't use > Neon) or disable the Neon instruction set according to the instructions in > the doc. > > how? Do you have the link from the documentation handy? I tried to google > it for some short time and no luck. > > Starting mobile app development with OSG as your first project is a really > terrible idea due to the complexity - try some of the SDK examples first, > then the examples from the NDK so that you understand how things fit > together. > > I know. This is really good advice but no time frame for it since my focus > in osg on android, I do not care about the other ( I should not actually, > at least at the moment based on the spec ). So I really rely on available > documentation and support from the community which is great btw, having > people like you :). > > Thanks again > > Cheers, > Nick > > On Thu, Apr 11, 2013 at 10:02 AM, Jorge Izquierdo Ciges <jori...@gmail.com > > wrote: > >> If you don't see the blue screeen of OSG then it's exiting abnormally. >> >> First: What version of OSG are you compiling? 3.1... trunk? >> Second: What device are you using? >> Third: What options did you use in Cmake? >> Fourth: GLES1 or 2? >> >> >> >> 2013/4/10 Jan Ciger <jan.ci...@gmail.com> >> >>> Hello, >>> >>> >>> On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK < >>> trajce.nikolov.n...@gmail.com> wrote: >>> >>>> Hi community, >>>> >>>> I have succeeded building and installing the sample GL ES1/2 samples on >>>> android and when I try to run it, it starts, it shows the buttons and >>>> immediately it goes away (close without complaining). >>>> >>> >>> Have a look at the part of the OSG documentation about the Neon >>> instruction support. If you are running the code on a device with a Tegra 2 >>> chipset (maybe some others), then it will cause this type of crash because >>> that instruction set isn't supported on Tegra 2. Either compile for the >>> version 5 ABI ("armeabi" - which doesn't use Neon) or disable the Neon >>> instruction set according to the instructions in the doc. >>> >>> >>> >>>> I went thru the code and I am not seeing where the models are loaded >>>> (or is it interactive via menu or such). >>>> >>> >>> It is interactive, in the menu you have load model, then you type the >>> path to the model file into a popup window (.ive) there, e.g. >>> /mnt/sdcard/cube.ive. If everything goes well, the model will load and >>> display. >>> >>> >>>> Please note I know OSG to some point but new to mobile device >>>> development so please talk to me as to a child on this. Shell I copy the >>>> models somewhere so they are loaded? >>>> >>> >>> For the demos you should likely put the models somewhere on the sdcard >>> because you will have to enter that path in the file loading dialog. >>> >>> >>>> What is the assets folder for? >>>> >>> >>> That folder contains additional files (assets), such as models, sounds, >>> icons, etc. that get packaged into the application APK and installed with >>> it when you install the application. Then you can access them from the Java >>> code using handles. Don't put your models there, it isn't possible to >>> directly load files from C++ code using that folder. Well, strictly >>> speaking it is possible, but it requires some major hacking to "discover" >>> the Linux filesystem path of the folder before you can access files there. >>> >>> Have a look at the Android SDK documentation, it explains what are these >>> various folders for and how an Android application works. Starting mobile >>> app development with OSG as your first project is a really terrible idea >>> due to the complexity - try some of the SDK examples first, then the >>> examples from the NDK so that you understand how things fit together. >>> >>> Regards, >>> >>> Jan >>> >>> _______________________________________________ >>> 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 >> >> > > > -- > trajce nikolov nick > -- trajce nikolov nick
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