HI me again,

this is for Jan. I have built everything with armeabi-v7a and I am seeing
another armeabi-v7a with NEON which lead me to think that my build is
actually without neon. Is this correct?

Nick


On Thu, Apr 11, 2013 at 10:54 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> 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
>



-- 
trajce nikolov nick
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