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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