Re: [osg-users] osgAndroidExample

2013-04-15 Thread Trajce Nikolov NICK
Hi Jan,

no textures on the cube in android. I can see it on my pc. :/ ... Any clue?

Nick


On Fri, Apr 12, 2013 at 4:47 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Here is the model I tried to load. Just for documenting

 Nick


 On Fri, Apr 12, 2013 at 4:40 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Thanks Jan.

 Nick


 On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 The progress. The GLES1 sample does not render the model at all (it is
 loaded with warning: Material::apply(State) - not supported .. Maybe it is
 because of the model. Anyone have some simple textured model handy to 
 share?


 Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive

 It is a simple cube with the axes marked on the sides.

 The error about the Material::apply() .. not supported means that the
 model is using some feature that doesn't work/isn't supported on
 Android/your OpenGL ES version. There are some significant differences
 between OpenGL ES and normal OpenGL - e.g. single vertex array can have
 only up to 64k triangles, quads are not supported, non-power of two
 textures are likely not supported on most devices, etc.

 Jan

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 --
 trajce nikolov nick




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-15 Thread Trajce Nikolov NICK
Ofcourse it will not render textures based on the provided shader :/ (had
to read the code more carefuly). All works now after triggering the GLSL
shaders. Also, got rid of the Warning: Material not supported (thanks to
Raymond !).

For new readers having this default problems:
- remove any Texture2D and TexEnv state from the statesets after you read
the model (with a visitor)
- change the fragment shader to read from textures.

Nick


On Mon, Apr 15, 2013 at 8:54 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 no textures on the cube in android. I can see it on my pc. :/ ... Any clue?

 Nick


 On Fri, Apr 12, 2013 at 4:47 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Here is the model I tried to load. Just for documenting

 Nick


 On Fri, Apr 12, 2013 at 4:40 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Thanks Jan.

 Nick


 On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 The progress. The GLES1 sample does not render the model at all (it is
 loaded with warning: Material::apply(State) - not supported .. Maybe it 
 is
 because of the model. Anyone have some simple textured model handy to 
 share?


 Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive

 It is a simple cube with the axes marked on the sides.

 The error about the Material::apply() .. not supported means that the
 model is using some feature that doesn't work/isn't supported on
 Android/your OpenGL ES version. There are some significant differences
 between OpenGL ES and normal OpenGL - e.g. single vertex array can have
 only up to 64k triangles, quads are not supported, non-power of two
 textures are likely not supported on most devices, etc.

 Jan

 ___
 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




-- 
trajce nikolov nick
___
osg-users mailing list
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAndroidExample

2013-04-15 Thread Jan Ciger
On Mon, Apr 15, 2013 at 2:45 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Ofcourse it will not render textures based on the provided shader :/ (had
 to read the code more carefuly). All works now after triggering the GLSL
 shaders. Also, got rid of the Warning: Material not supported (thanks to
 Raymond !).

 For new readers having this default problems:
 - remove any Texture2D and TexEnv state from the statesets after you read
 the model (with a visitor)
 - change the fragment shader to read from textures.


Or use GLES1 version ...

Jan
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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jorge,

here I found how to use add2line (just for the sake of documenting):
http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

This is from logcat:
01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
tid=10
01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired
tid=10
01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
01-02 00:30:07.085: D/libEGL(4081): loaded
/system/lib/egl/libEGL_POWERVR_SGX540_120.so
01-02 00:30:07.089: D/libEGL(4081): loaded
/system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
01-02 00:30:07.101: D/libEGL(4081): loaded
/system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
01-02 00:30:07.160: W/EglHelper(4081): createContext
com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
notification tid=10
01-02 00:30:07.167: W/GLThread(4081): egl createSurface
01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion
= 131072 mMultipleGLESContextsAllowed = true
01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
/data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
'/data/anr/traces.txt'

when I do:
arm-linux-androideabi-addr2line -C -f -e
obj/local/armeabi/libosgNativeLib.so 0x40516288
??
??:0

Here is what I get. Sorry for my novice questions. Is this the correct
thing to do? Am I missing something?

Thanks a bunch

Nick


On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges
jori...@gmail.comwrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files for
 platform Android-8

 Short explanation... in Android you have two platform versions, Native and
 Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK already
 has every platform up to date... the SDK no... why? because they are heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for the
 code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so

 If it is what i think then those lines will correspond to a setName/getName 
 from the Uniforms.


 Please confirm it (you need to look it with your binary).



 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to
 build ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion
 mGLESVersion = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): 

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jorge Izquierdo Ciges
Ok... now download OSG version 3.1.3, exactly THAT version, compile in
armeabi and execute.


2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):
 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
 tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface acquired
 tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion mGLESVersion
 = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the correct
 thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files for
 platform Android-8

 Short explanation... in Android you have two platform versions, Native
 and Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK already
 has every platform up to date... the SDK no... why? because they are heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for
 the code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so

 If it is what i think then those lines will correspond to a setName/getName 
 from the Uniforms.


 Please confirm it (you need to look it with your binary).



 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to
 build ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: 

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jorge,

is 3.1.3 working? I will give it a try as well since reading from the posts
it suppose to work and there are issues with osg from trunk probably

NIck


On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges
jori...@gmail.comwrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):
 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
 tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the correct
 thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files
 for platform Android-8

 Short explanation... in Android you have two platform versions, Native
 and Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK already
 has every platform up to date... the SDK no... why? because they are heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for
 the code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so

 If it is what i think then those lines will correspond to a setName/getName 
 from the Uniforms.


 Please confirm it (you need to look it with your binary).



 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to
 build ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface
 lost tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): 

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jorge,

here is what I am getting when I try to build 3.1.3

Android NDK:   APP_PIE is
/home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
second argument to `wordlist' function: ''.  Stop.

and this is my cmake command:





On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
 tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the correct
 thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files
 for platform Android-8

 Short explanation... in Android you have two platform versions, Native
 and Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK already
 has every platform up to date... the SDK no... why? because they are heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for
 the code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so

 If it is what i think then those lines will correspond to a 
 setName/getName from the Uniforms.


 Please confirm it (you need to look it with your binary).



 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to
 build ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface
 lost tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
wops .. the cmake command:

cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
-DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
-DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF
-DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
-DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi
-DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4
-DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg'
-DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype'
-DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib'
-DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng'
-DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff'
-DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include'
-DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix
Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF
-DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall .


On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 here is what I am getting when I try to build 3.1.3

 Android NDK:   APP_PIE is
 /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
 second argument to `wordlist' function: ''.  Stop.

 and this is my cmake command:





 On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
 tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the correct
 thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files
 for platform Android-8

 Short explanation... in Android you have two platform versions, Native
 and Dalvik layer, they don't have to be the same number because it doesn't
 matter and until recently the numbers where not correlated. The NDK 
 already
 has every platform up to date... the SDK no... why? because they are 
 heavy.
 So if you have installed the SDK and the Eclipse plugin then there's an
 option to open the ADT repository and download the platform you are gonna
 use... in this case Android-8

 Now second...

 You can use add2line (search in google) or other utilities to look for
 the code that is executed when the error :

 01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce  
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so
 01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285  
 

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jordi Torres
Hi Tracje,

I would recommend to update to the svn-trunk and catch up with the last
submissions. This bug is already fixed and commited, but you need to add
the last submission not merged yet to get the things worknig.

Cheers.


2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 wops .. the cmake command:

 cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
 -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF
 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
 -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
 -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF
 -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
 -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi
 -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4
 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg'
 -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype'
 -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib'
 -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng'
 -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff'
 -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include'
 -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix
 Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF
 -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall .


 On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 here is what I am getting when I try to build 3.1.3

 Android NDK:   APP_PIE is
 /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
 second argument to `wordlist' function: ''.  Stop.

 and this is my cmake command:





 On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface lost
 tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the correct
 thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK files
 for platform Android-8

 Short explanation... in Android you have two platform versions,
 Native and Dalvik layer, they don't have to be the same number because it
 doesn't matter and until recently the numbers where not correlated. The 
 NDK
 already has every platform up to date... the SDK no... why? because they
 are heavy. So if you have installed the SDK and the Eclipse plugin then
 there's an option to open the ADT repository and download the platform 
 you
 are gonna use... in this case Android-8

 Now second...


Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi all,

just again for documentation, the following link solves the ndk build error.
http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see if
it works since many people advice to use this version. WIll post the
results. And thanks for the help so far

Nick


On Fri, Apr 12, 2013 at 11:10 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Tracje,

 I would recommend to update to the svn-trunk and catch up with the last
 submissions. This bug is already fixed and commited, but you need to add
 the last submission not merged yet to get the things worknig.

 Cheers.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 wops .. the cmake command:

 cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
 -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF
 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
 -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
 -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF
 -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
 -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi
 -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4
 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg'
 -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype'
 -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib'
 -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng'
 -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff'
 -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include'
 -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix
 Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF
 -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall .


 On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 here is what I am getting when I try to build 3.1.3

 Android NDK:   APP_PIE is
 /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
 second argument to `wordlist' function: ''.  Stop.

 and this is my cmake command:





 On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile in
 armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface
 lost tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for my novice questions. Is this the
 correct thing to do? Am I missing something?

 Thanks a bunch

 Nick


 On Fri, Apr 12, 2013 at 12:57 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Let's see first

 Eclipse it says: Failed to resolve android-8

 It's because you have to open the ADT and then download the SDK
 files for platform Android-8

 Short explanation... in Android you 

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jordi Torres
Hi Nick

If you were trying to build the trunk without merging the last submission
from Jorge about static initalization it won't work failing when trying to
load libosgNativeLib.so. You should use the version detailed in the
documentation  or update to the svn trunk and merge lasts submissions.

Hope this helps.




2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi all,

 just again for documentation, the following link solves the ndk build
 error.

 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see
 if it works since many people advice to use this version. WIll post the
 results. And thanks for the help so far

 Nick


 On Fri, Apr 12, 2013 at 11:10 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Tracje,

 I would recommend to update to the svn-trunk and catch up with the last
 submissions. This bug is already fixed and commited, but you need to add
 the last submission not merged yet to get the things worknig.

 Cheers.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 wops .. the cmake command:

 cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
 -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF
 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
 -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
 -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF
 -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
 -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi
 -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4
 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg'
 -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype'
 -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib'
 -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng'
 -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff'
 -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include'
 -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix
 Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF
 -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall .


 On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 here is what I am getting when I try to build 3.1.3

 Android NDK:   APP_PIE is
 /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
 second argument to `wordlist' function: ''.  Stop.

 and this is my cmake command:





 On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile
 in armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface
 lost tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion = 131072 mMultipleGLESContextsAllowed = true
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceCreated
 01-02 00:30:07.175: W/GLThread(4081): onSurfaceChanged(800, 332)
 01-02 00:30:07.179: D/dalvikvm(4081): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40516288
 01-02 00:30:11.113: I/dalvikvm(4081): threadid=4: reacting to signal
 3
 01-02 00:30:11.117: I/dalvikvm(4081): Wrote stack traces to
 '/data/anr/traces.txt'

 when I do:
 arm-linux-androideabi-addr2line -C -f -e
 obj/local/armeabi/libosgNativeLib.so 0x40516288
 ??
 ??:0

 Here is what I get. Sorry for 

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi all,

good progress. OSG 3.1.3 works out of the box !!! So I will stick with it
till all the issues from the trunk got resolved.

Jan, Jorgi, Jorgi. Thanks a bunch for this mail help. As a beginner in this
area it is very helpful - to make it run in two days. Without your hints I
would not be able to make it run. I was dropping here on the list just
about everything with my progress so other beginners can take advantage of
this communication and details as well.

Thanks a bunch, again

Cheers,
Nick


On Fri, Apr 12, 2013 at 11:24 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Nick

 If you were trying to build the trunk without merging the last submission
 from Jorge about static initalization it won't work failing when trying to
 load libosgNativeLib.so. You should use the version detailed in the
 documentation  or update to the svn trunk and merge lasts submissions.

 Hope this helps.




 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi all,

 just again for documentation, the following link solves the ndk build
 error.

 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see
 if it works since many people advice to use this version. WIll post the
 results. And thanks for the help so far

 Nick


 On Fri, Apr 12, 2013 at 11:10 AM, Jordi Torres jtorresfa...@gmail.comwrote:

 Hi Tracje,

 I would recommend to update to the svn-trunk and catch up with the last
 submissions. This bug is already fixed and commited, but you need to add
 the last submission not merged yet to get the things worknig.

 Cheers.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 wops .. the cmake command:

 cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
 -DANDROID_NDK='/home/user/dev/android-ndk-r8d' -DDYNAMIC_OPENTHREADS=OFF
 -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
 -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF
 -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF
 -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
 -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
 -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
 -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DANDROID_ABI=armeabi
 -DANDROID_PLATFORM=android-8 -DANDROID_STL=gnustl_static -DJ=4
 -DJPEG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libjpeg'
 -DFREETYPE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/freetype'
 -DGIFLIB_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/giflib'
 -DPNG_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libpng'
 -DTIFF_INCLUDE_DIR='/home/user/dev/OpenSceneGraph/3rdparty/libtiff'
 -DGDAL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/gdal/include'
 -DCURL_DIR='/home/user/dev/OpenSceneGraph/3rdparty/curl' -G Unix
 Makefiles -DANDROID_OPTIM_NEON=OFF -DANDROID_OPTIM_ARM32=OFF
 -DCMAKE_INSTALL_PREFIX=/home/user/dev/OpenSceneGraph/osginstall .


 On Fri, Apr 12, 2013 at 11:06 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 here is what I am getting when I try to build 3.1.3

 Android NDK:   APP_PIE is
 /home/user/dev/android-ndk-r8d/build/gmsl/__gmsl:512: *** non-numeric
 second argument to `wordlist' function: ''.  Stop.

 and this is my cmake command:





 On Fri, Apr 12, 2013 at 10:53 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 is 3.1.3 working? I will give it a try as well since reading from the
 posts it suppose to work and there are issues with osg from trunk 
 probably

 NIck


 On Fri, Apr 12, 2013 at 10:49 AM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Ok... now download OSG version 3.1.3, exactly THAT version, compile
 in armeabi and execute.


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge,

 here I found how to use add2line (just for the sake of documenting):

 http://stackoverflow.com/questions/5314036/how-to-use-addr2line-in-android

 This is from logcat:
 01-02 00:30:07.003: I/GLThread(4081): noticed surfaceView surface
 lost tid=10
 01-02 00:30:07.007: I/GLThread(4081): onResume tid=10
 01-02 00:30:07.082: I/GLThread(4081): noticed surfaceView surface
 acquired tid=10
 01-02 00:30:07.085: W/EglHelper(4081): start() tid=10
 01-02 00:30:07.085: D/libEGL(4081): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-02 00:30:07.089: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-02 00:30:07.101: D/libEGL(4081): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-02 00:30:07.152: W/EGLview(4081): creating OpenGL ES 2.0 context
 01-02 00:30:07.160: W/EglHelper(4081): createContext
 com.google.android.gles_jni.EGLContextImpl@4052d058 tid=10
 01-02 00:30:07.167: I/GLThread(4081): noticing that we want render
 notification tid=10
 01-02 00:30:07.167: W/GLThread(4081): egl createSurface
 01-02 00:30:07.167: W/EglHelper(4081): createSurface()  tid=10
 01-02 00:30:07.175: W/GLThreadManager(4081): checkGLESVersion
 mGLESVersion 

Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jan Ciger
Hello,

On Fri, Apr 12, 2013 at 11:14 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi all,

 just again for documentation, the following link solves the ndk build
 error.

 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see
 if it works since many people advice to use this version. WIll post the
 results. And thanks for the help so far


I think it is better to add these links to the wiki. I believe anyone can
do that. That is the canonical place to look for these things.

Regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
One last question, a silly one. Now I want to load the model. I pressed the
menu button (SAMSUNG Galaxy some version) and a dialog asking me for the
file address. What is the format? I guess the loading should be done from a
SD card? Is this correct?

Thanks

Nick


On Fri, Apr 12, 2013 at 11:48 AM, Jan Ciger jan.ci...@gmail.com wrote:


 Hello,

 On Fri, Apr 12, 2013 at 11:14 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi all,

 just again for documentation, the following link solves the ndk build
 error.

 http://stackoverflow.com/questions/10285242/openssl-using-androids-ndk-problems/10295653#10295653

 Jorge, I have the svn trunk from yesterday. Now building 3.1.3. will see
 if it works since many people advice to use this version. WIll post the
 results. And thanks for the help so far


 I think it is better to add these links to the wiki. I believe anyone can
 do that. That is the canonical place to look for these things.

 Regards,

 Jan


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jan Ciger
Hello,

On Fri, Apr 12, 2013 at 11:47 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi all,

 good progress. OSG 3.1.3 works out of the box !!! So I will stick with it
 till all the issues from the trunk got resolved.

 Jan, Jorgi, Jorgi. Thanks a bunch for this mail help. As a beginner in
 this area it is very helpful - to make it run in two days. Without your
 hints I would not be able to make it run. I was dropping here on the list
 just about everything with my progress so other beginners can take
 advantage of this communication and details as well.


Cool, great to hear that you managed to get it to work. The Android port is
still a bit rough, plus the bugs and silly design issues in the Android
SDK/NDK (I strongly recommend to work in Linux for any Android development
- it is a *lot* easier especially if you need NDK ...) do not make it an
easy task.

Congrats!

Jan
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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jan Ciger
On Fri, Apr 12, 2013 at 11:50 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 One last question, a silly one. Now I want to load the model. I pressed
 the menu button (SAMSUNG Galaxy some version) and a dialog asking me for
 the file address. What is the format? I guess the loading should be done
 from a SD card? Is this correct?

 Thanks

 Nick


It should be a Unix pathname, something like /mnt/sdcard/myfile.ive  if you
have put the file in the root directory of your sdcard. The exact path may
differ slightly - some devices use just /sdcard or even something else for
the mount point. Get an app like ES Explorer or Solid Explorer, there you
can usually see the path for the file you are interested in.

Regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Thanks Jan

Nick


On Fri, Apr 12, 2013 at 12:05 PM, Jan Ciger jan.ci...@gmail.com wrote:




 On Fri, Apr 12, 2013 at 11:50 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 One last question, a silly one. Now I want to load the model. I pressed
 the menu button (SAMSUNG Galaxy some version) and a dialog asking me for
 the file address. What is the format? I guess the loading should be done
 from a SD card? Is this correct?

 Thanks

 Nick


 It should be a Unix pathname, something like /mnt/sdcard/myfile.ive  if
 you have put the file in the root directory of your sdcard. The exact path
 may differ slightly - some devices use just /sdcard or even something else
 for the mount point. Get an app like ES Explorer or Solid Explorer, there
 you can usually see the path for the file you are interested in.

 Regards,

 Jan

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jorge Izquierdo Ciges
use adb shell to look for the file and know the exact path, it changes from
device


2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Thanks Jan

 Nick


 On Fri, Apr 12, 2013 at 12:05 PM, Jan Ciger jan.ci...@gmail.com wrote:




 On Fri, Apr 12, 2013 at 11:50 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 One last question, a silly one. Now I want to load the model. I pressed
 the menu button (SAMSUNG Galaxy some version) and a dialog asking me for
 the file address. What is the format? I guess the loading should be done
 from a SD card? Is this correct?

 Thanks

 Nick


 It should be a Unix pathname, something like /mnt/sdcard/myfile.ive  if
 you have put the file in the root directory of your sdcard. The exact path
 may differ slightly - some devices use just /sdcard or even something else
 for the mount point. Get an app like ES Explorer or Solid Explorer, there
 you can usually see the path for the file you are interested in.

 Regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jorge,

I got used to it till now. Thanks. I have a question though. Is there any
magic to be done in order to see textured models? I tried different models
and all are displayed without textures (GLES2 sample). Most of the models
are .ive (should have the texture embedded). Any clue?

Nick


On Fri, Apr 12, 2013 at 3:21 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 use adb shell to look for the file and know the exact path, it changes
 from device


 2013/4/12 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Thanks Jan

 Nick


 On Fri, Apr 12, 2013 at 12:05 PM, Jan Ciger jan.ci...@gmail.com wrote:




 On Fri, Apr 12, 2013 at 11:50 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 One last question, a silly one. Now I want to load the model. I pressed
 the menu button (SAMSUNG Galaxy some version) and a dialog asking me for
 the file address. What is the format? I guess the loading should be done
 from a SD card? Is this correct?

 Thanks

 Nick


 It should be a Unix pathname, something like /mnt/sdcard/myfile.ive  if
 you have put the file in the root directory of your sdcard. The exact path
 may differ slightly - some devices use just /sdcard or even something else
 for the mount point. Get an app like ES Explorer or Solid Explorer, there
 you can usually see the path for the file you are interested in.

 Regards,

 Jan

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jan Ciger
On Fri, Apr 12, 2013 at 3:25 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 I got used to it till now. Thanks. I have a question though. Is there any
 magic to be done in order to see textured models? I tried different models
 and all are displayed without textures (GLES2 sample). Most of the models
 are .ive (should have the texture embedded). Any clue?


First, does the model load correctly (with textures) using normal, desktop
OSG?

Also, make sure that the model doesn't use anything fancy - e.g. the OSG
cow won't load correctly, because it uses some features (cube mapping) not
available on Android. It is best to make a simple textured cube or
something in Blender and export that, to make sure that there aren't any
special things that the Android version doesn't support.

Otherwise it should work - however, if you are using GLES2, your device may
have buggy OpenGL drivers. As it is a low end device, it may not support
everything. For GLES2 the code must use custom shaders and perhaps
something isn't working right - many devices still have a very poor OpenGL
ES 2.0 support. However, the log should be able to tell you about any
OpenGL issues.

Other than that, try GLES1 demo, that one has better chance to work and is
closer to the normal, old school OpenGL (i.e. no shaders are required
for basic things).

Regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Hi Jan,

yes, the model load correctly (UV mapped from 3ds converted into ive),
nothing fancy. I am going to try it on another device as well the GLES1
sample. WIll post the findings

Thanks again

Nick


On Fri, Apr 12, 2013 at 3:37 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 3:25 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 I got used to it till now. Thanks. I have a question though. Is there any
 magic to be done in order to see textured models? I tried different models
 and all are displayed without textures (GLES2 sample). Most of the models
 are .ive (should have the texture embedded). Any clue?


 First, does the model load correctly (with textures) using normal, desktop
 OSG?

 Also, make sure that the model doesn't use anything fancy - e.g. the OSG
 cow won't load correctly, because it uses some features (cube mapping) not
 available on Android. It is best to make a simple textured cube or
 something in Blender and export that, to make sure that there aren't any
 special things that the Android version doesn't support.

 Otherwise it should work - however, if you are using GLES2, your device
 may have buggy OpenGL drivers. As it is a low end device, it may not
 support everything. For GLES2 the code must use custom shaders and perhaps
 something isn't working right - many devices still have a very poor OpenGL
 ES 2.0 support. However, the log should be able to tell you about any
 OpenGL issues.

 Other than that, try GLES1 demo, that one has better chance to work and is
 closer to the normal, old school OpenGL (i.e. no shaders are required
 for basic things).

 Regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
The progress. The GLES1 sample does not render the model at all (it is
loaded with warning: Material::apply(State) - not supported .. Maybe it is
because of the model. Anyone have some simple textured model handy to share?

Thanks

Nick


On Fri, Apr 12, 2013 at 4:05 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 yes, the model load correctly (UV mapped from 3ds converted into ive),
 nothing fancy. I am going to try it on another device as well the GLES1
 sample. WIll post the findings

 Thanks again

 Nick


 On Fri, Apr 12, 2013 at 3:37 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 3:25 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 I got used to it till now. Thanks. I have a question though. Is there
 any magic to be done in order to see textured models? I tried different
 models and all are displayed without textures (GLES2 sample). Most of the
 models are .ive (should have the texture embedded). Any clue?


 First, does the model load correctly (with textures) using normal,
 desktop OSG?

 Also, make sure that the model doesn't use anything fancy - e.g. the OSG
 cow won't load correctly, because it uses some features (cube mapping) not
 available on Android. It is best to make a simple textured cube or
 something in Blender and export that, to make sure that there aren't any
 special things that the Android version doesn't support.

 Otherwise it should work - however, if you are using GLES2, your device
 may have buggy OpenGL drivers. As it is a low end device, it may not
 support everything. For GLES2 the code must use custom shaders and perhaps
 something isn't working right - many devices still have a very poor OpenGL
 ES 2.0 support. However, the log should be able to tell you about any
 OpenGL issues.

 Other than that, try GLES1 demo, that one has better chance to work and
 is closer to the normal, old school OpenGL (i.e. no shaders are
 required for basic things).

 Regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Jan Ciger
On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 The progress. The GLES1 sample does not render the model at all (it is
 loaded with warning: Material::apply(State) - not supported .. Maybe it is
 because of the model. Anyone have some simple textured model handy to share?


Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive

It is a simple cube with the axes marked on the sides.

The error about the Material::apply() .. not supported means that the model
is using some feature that doesn't work/isn't supported on Android/your
OpenGL ES version. There are some significant differences between OpenGL ES
and normal OpenGL - e.g. single vertex array can have only up to 64k
triangles, quads are not supported, non-power of two textures are likely
not supported on most devices, etc.

Jan
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Re: [osg-users] osgAndroidExample

2013-04-12 Thread Trajce Nikolov NICK
Thanks Jan.

Nick


On Fri, Apr 12, 2013 at 4:34 PM, Jan Ciger jan.ci...@gmail.com wrote:



 On Fri, Apr 12, 2013 at 4:29 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 The progress. The GLES1 sample does not render the model at all (it is
 loaded with warning: Material::apply(State) - not supported .. Maybe it is
 because of the model. Anyone have some simple textured model handy to share?


 Try this one: https://dl.dropboxusercontent.com/u/6822332/cube.ive

 It is a simple cube with the axes marked on the sides.

 The error about the Material::apply() .. not supported means that the
 model is using some feature that doesn't work/isn't supported on
 Android/your OpenGL ES version. There are some significant differences
 between OpenGL ES and normal OpenGL - e.g. single vertex array can have
 only up to 64k triangles, quads are not supported, non-power of two
 textures are likely not supported on most devices, etc.

 Jan

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
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

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
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.comwrote:

 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



 ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
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=8959start=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



 ___
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
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=8959start=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 

Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger
Hello,


On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,
 ...
 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.


http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
(the
doc you are using already)

in -DANDROID_ABI select only armeabi (remove the other ABI)

Make sure to disable the optimizations:
-DANDROID_OPTIM_NEON
-DANDROID_OPTIM_ARM32

These things are an optional part of the ARM spec and not every chip
manufacturer decides to include them in their CPUs. If you try to run code
using these instructions on a CPU that doesn't support it, Linux kernel
will kill your process with an invalid instruction signal - typically
either SIGBUS or SIGILL = app crashes without any messages. You should
check the log viewer in Eclipse (don't forget to disable any filters!) and
look for a crash there.



 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 :).



Well, I don't want to sound too harsh, but if *you* don't have time to
actually read the documentation and go through the tutorials, why do you
think people on the list should have time to support you? Especially as the
question above is really a FAQ issue that was addressed on the list in the
past. Also basic things like actually checking why it crashed in the log
and finding the stack trace are well documented in the Android SDK/NDK
documentation. We have our own jobs to do as well, you know.

Best regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

Well, I don't want to sound too harsh, but if *you* don't have time to
actually read the documentation and go through the tutorials, why do you
think people on the list should have time to support you? Especially as the
question above is really a FAQ issue that was addressed on the list in the
past. Also basic things like actually checking why it crashed in the log
and finding the stack trace are well documented in the Android SDK/NDK
documentation. We have our own jobs to do as well, you know.

Good question. That is the purpose of the community I guess. While back
when while I was more active with this list I used to support people just
because. Also, I work as freelance so I know that all the knowledge gained
here or there is valuable and is worth of money. It is based on the
supportive attitude I believe people from this list have.

So far you get me by only two emails insights into area which is new to me
and I am thankful. And I am willing to share it with all the new comers
since there are some undocumented stuff or it is not clear where the specs
and docs are located and this knowledge is spread among the highlanders
from the community who have spent the time ( which I don't have at the
moment and that was the reason for me to address the community ) and money
and again, it has some commercal value as well. I think as a freelance
contractor I have the understanding for all you wanned to address.

Thanks again for the time you spent and the know how you shared with me -
actually you helped me a lot. And I promise I will read the specs ;-)

Cheers,

Nick


On Thu, Apr 11, 2013 at 11:38 AM, Jan Ciger jan.ci...@gmail.com wrote:

 Hello,


 On Thu, Apr 11, 2013 at 10:28 AM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan, Jorge,
 ...
 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.



 http://www.openscenegraph.com/index.php/documentation/platform-specifics/android/43-building-openscenegraph-for-android-3-0-2
  (the
 doc you are using already)

 in -DANDROID_ABI select only armeabi (remove the other ABI)

 Make sure to disable the optimizations:
 -DANDROID_OPTIM_NEON
 -DANDROID_OPTIM_ARM32

 These things are an optional part of the ARM spec and not every chip
 manufacturer decides to include them in their CPUs. If you try to run code
 using these instructions on a CPU that doesn't support it, Linux kernel
 will kill your process with an invalid instruction signal - typically
 either SIGBUS or SIGILL = app crashes without any messages. You should
 check the log viewer in Eclipse (don't forget to disable any filters!) and
 look for a crash there.




 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 :).



 Well, I don't want to sound too harsh, but if *you* don't have time to
 actually read the documentation and go through the tutorials, why do you
 think people on the list should have time to support you? Especially as the
 question above is really a FAQ issue that was addressed on the list in the
 past. Also basic things like actually checking why it crashed in the log
 and finding the stack trace are well documented in the Android SDK/NDK
 documentation. We have our own jobs to do as well, you know.

 Best regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger
Hello,

On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


I have no problem helping people out neither - others have helped me too
when I had some issues with OSG in the past. That isn't the issue.

However, I think it is at least courteous to first actually do the
homework first, be it reading the available documentation, searching list
archives, etc.). The main reason is that then you can ask the right
questions - saving time for everyone, because the person trying to help you
doesn't need to guide you through the basics first (and have to do it all
over again in a week or two when someone else asks the same question).

It is a simple matter of respecting the time of others.
Saying, paraphrasing, I don't have time to read the docs, just help me
out is not very respectful in that regard.


 Thanks again for the time you spent and the know how you shared with me -
 actually you helped me a lot. And I promise I will read the specs ;-)



Welcome :) Keep us posted how the debugging goes.

Regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
HI,

I have built all from scratch with the suggested armeabi only, and the
same results. Interesting what I am seeing is when I do

$ANDROID_SDK/tools/android list targets

I see only two targets and both for armeabi-v7a . can this be an issue?

Nick


On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


 Thanks again for the time you spent and the know how you shared with me -
 actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
I don't understand your last message... the compiled osg will be under
[cmake_install_prefix]/lib/ABI


2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an issue?

 Nick


 On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
It is compiled. There are no issues with the build. The compiled osg is
under
[cmake_install_prefix]/obj/local/armeabi
Available Android targets:
--
id: 1 or android-17
 Name: Android 4.2.2
 Type: Platform
 API level: 17
 Revision: 2
 Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
WXGA800-7in, WXGA800, WVGA854, WSVGA
 ABIs : armeabi-v7a
--
id: 2 or Google Inc.:Google APIs:17
 Name: Google APIs
 Type: Add-On
 Vendor: Google Inc.
 Revision: 2
 Description: Android + Google APIs
 Based on Android 4.2.2 (API level 17)
 Libraries:
  * com.google.android.media.effects (effects.jar)
  Collection of video effects
  * com.android.future.usb.accessory (usb.jar)
  API for USB Accessories
  * com.google.android.maps (maps.jar)
  API for Google Maps
 Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA, WQVGA432,
QVGA, WVGA800 (default), WXGA800
 ABIs : armeabi-v7a

So it is build with this abi. However, the targets supported by the sdk
are these:




On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

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 osg-users@lists.openscenegraph.org
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
BTW el HTC wildfire seems that has a Qualcomm Armeabi V11 processor of the
low end so i would not use armeabi-v7 and go for armeabi ABI. Btw i had one
a device with similar specs and i can only say that you are going to suffer
a little bit, so... my condolences. Ah... try to check the Logcat, maybe we
can help more with the verbose exit


2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.com wrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While back
 when while I was more active with this list I used to support people just
 because. Also, I work as freelance so I know that all the knowledge gained
 here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me too
 when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
¿Orly?

I think we are lossing the topic...

One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
x86,mirps...
Other thing are the targets... FROM the SDK that are Virtual machines that
you have created...

That info seems to be info from the targets of your SDK nothing more...
heck i don't know how you have printed them xD




2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 It is compiled. There are no issues with the build. The compiled osg is
 under
 [cmake_install_prefix]/obj/local/armeabi
 Available Android targets:
 --
 id: 1 or android-17
  Name: Android 4.2.2
  Type: Platform
  API level: 17
  Revision: 2
  Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
 WXGA800-7in, WXGA800, WVGA854, WSVGA
  ABIs : armeabi-v7a
 --
 id: 2 or Google Inc.:Google APIs:17
  Name: Google APIs
  Type: Add-On
  Vendor: Google Inc.
  Revision: 2
  Description: Android + Google APIs
  Based on Android 4.2.2 (API level 17)
  Libraries:
   * com.google.android.media.effects (effects.jar)
   Collection of video effects
   * com.android.future.usb.accessory (usb.jar)
   API for USB Accessories
   * com.google.android.maps (maps.jar)
   API for Google Maps
  Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA,
 WQVGA432, QVGA, WVGA800 (default), WXGA800
  ABIs : armeabi-v7a

 So it is build with this abi. However, the targets supported by the sdk
 are these:




 On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges 
 jori...@gmail.comwrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While
 back when while I was more active with this list I used to support people
 just because. Also, I work as freelance so I know that all the knowledge
 gained here or there is valuable and is worth of money. It is based on the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me
 too when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared with
 me - actually you helped me a lot. And I promise I will read the specs ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
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 osg-users@lists.openscenegraph.org
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
BTW every NDK has every ABI


2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com

 ¿Orly?

 I think we are lossing the topic...

 One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
 x86,mirps...
 Other thing are the targets... FROM the SDK that are Virtual machines that
 you have created...

 That info seems to be info from the targets of your SDK nothing more...
 heck i don't know how you have printed them xD




 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 It is compiled. There are no issues with the build. The compiled osg is
 under
 [cmake_install_prefix]/obj/local/armeabi
 Available Android targets:
 --
 id: 1 or android-17
  Name: Android 4.2.2
  Type: Platform
  API level: 17
  Revision: 2
  Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
 WXGA800-7in, WXGA800, WVGA854, WSVGA
  ABIs : armeabi-v7a
 --
 id: 2 or Google Inc.:Google APIs:17
  Name: Google APIs
  Type: Add-On
  Vendor: Google Inc.
  Revision: 2
  Description: Android + Google APIs
  Based on Android 4.2.2 (API level 17)
  Libraries:
   * com.google.android.media.effects (effects.jar)
   Collection of video effects
   * com.android.future.usb.accessory (usb.jar)
   API for USB Accessories
   * com.google.android.maps (maps.jar)
   API for Google Maps
  Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA,
 WQVGA432, QVGA, WVGA800 (default), WXGA800
  ABIs : armeabi-v7a

 So it is build with this abi. However, the targets supported by the sdk
 are these:




 On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and
 the same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While
 back when while I was more active with this list I used to support people
 just because. Also, I work as freelance so I know that all the knowledge
 gained here or there is valuable and is worth of money. It is based on 
 the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me
 too when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help 
 you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared
 with me - actually you helped me a lot. And I promise I will read the 
 specs
 ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

 ___
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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 ___
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 osg-users@lists.openscenegraph.org
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

good to know. thanks for clearing some of my confusions.

But, I have tried to run it on few Samsung Galaxy models and the same
behavior .. Starts for a while, I can even press the Light On/OFF button
but no blusih osg screen :/  I got this development machine somewhat
setup so I am doing now all the setup based on specs, docs (as Jan
suggested :) ...) just to make sure all is proper installed and I
understand each of the steps correctly. Interesting is that an Ogre3D
application is running with  armeabi-v7a. and that was my first build based
on your page ..

ehm ... long way to go I guess :/

Nick


On Thu, Apr 11, 2013 at 3:36 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 BTW every NDK has every ABI


 2013/4/11 Jorge Izquierdo Ciges jori...@gmail.com

 ¿Orly?

 I think we are lossing the topic...

 One thing it's your NATIVE ABI compilation: armeabi, armeabi-v7a,
 x86,mirps...
 Other thing are the targets... FROM the SDK that are Virtual machines
 that you have created...

 That info seems to be info from the targets of your SDK nothing more...
 heck i don't know how you have printed them xD




 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 It is compiled. There are no issues with the build. The compiled osg is
 under
 [cmake_install_prefix]/obj/local/armeabi
 Available Android targets:
 --
 id: 1 or android-17
  Name: Android 4.2.2
  Type: Platform
  API level: 17
  Revision: 2
  Skins: WQVGA400, WXGA720, WVGA800 (default), WQVGA432, QVGA, HVGA,
 WXGA800-7in, WXGA800, WVGA854, WSVGA
  ABIs : armeabi-v7a
 --
 id: 2 or Google Inc.:Google APIs:17
  Name: Google APIs
  Type: Add-On
  Vendor: Google Inc.
  Revision: 2
  Description: Android + Google APIs
  Based on Android 4.2.2 (API level 17)
  Libraries:
   * com.google.android.media.effects (effects.jar)
   Collection of video effects
   * com.android.future.usb.accessory (usb.jar)
   API for USB Accessories
   * com.google.android.maps (maps.jar)
   API for Google Maps
  Skins: WVGA854, WQVGA400, WSVGA, WXGA800-7in, WXGA720, HVGA,
 WQVGA432, QVGA, WVGA800 (default), WXGA800
  ABIs : armeabi-v7a

 So it is build with this abi. However, the targets supported by the
 sdk are these:




 On Thu, Apr 11, 2013 at 3:22 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 I don't understand your last message... the compiled osg will be under
 [cmake_install_prefix]/lib/ABI


 2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 HI,

 I have built all from scratch with the suggested armeabi only, and
 the same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an
 issue?

 Nick


  On Thu, Apr 11, 2013 at 12:44 PM, Jan Ciger jan.ci...@gmail.comwrote:

  Hello,

 On Thu, Apr 11, 2013 at 12:05 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:


 Good question. That is the purpose of the community I guess. While
 back when while I was more active with this list I used to support 
 people
 just because. Also, I work as freelance so I know that all the knowledge
 gained here or there is valuable and is worth of money. It is based on 
 the
 supportive attitude I believe people from this list have.


 I have no problem helping people out neither - others have helped me
 too when I had some issues with OSG in the past. That isn't the issue.

 However, I think it is at least courteous to first actually do the
 homework first, be it reading the available documentation, searching 
 list
 archives, etc.). The main reason is that then you can ask the right
 questions - saving time for everyone, because the person trying to help 
 you
 doesn't need to guide you through the basics first (and have to do it all
 over again in a week or two when someone else asks the same question).

 It is a simple matter of respecting the time of others.
 Saying, paraphrasing, I don't have time to read the docs, just help me
 out is not very respectful in that regard.


  Thanks again for the time you spent and the know how you shared
 with me - actually you helped me a lot. And I promise I will read the 
 specs
 ;-)



 Welcome :) Keep us posted how the debugging goes.

 Regards,

 Jan


 ___
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 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

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 --
 trajce nikolov nick

 

Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger
On Thu, Apr 11, 2013 at 2:00 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 HI,

 I have built all from scratch with the suggested armeabi only, and the
 same results. Interesting what I am seeing is when I do

 $ANDROID_SDK/tools/android list targets

 I see only two targets and both for armeabi-v7a . can this be an issue?


That means that you haven't installed more libraries for different targets
in the SDK. But that shouldn't be a problem normally. OSG is compiled using
the NDK, not the SDK tools (they compile Java code), so that command's
output is not really relevant.

However, check your log - that will tell you why did it crash. The reason
could pretty well be something else than Neon support - only the Nvidia
Tegra 2 lacks it from the common chipsets on the market.

Regards

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger
Hi Trajce,


On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


OSG runs with no problem with the armeabi-v7a too. The idea of compiling
for the older armeabi is to avoid any potential problems with the optional
Neon instruction support that your hardware may not have (armeabi doesn't
contain those instructions).and any other compatibility issues your CPU may
have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
practically everything on the market, the newer v. 7 ABI works with most,
but then you have to be careful about compilation switches (Neon/no Neon,
optimalization, etc.) because not every chip support every optional feature
in that ABI. So if you aren't sure, stick with the old armeabi.

Regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

I am setting up properly now everything from scratch, reading all over web
... I want to be sure and to learn how to setup the dev env first. Eclipse
is something new to me (Visual Studio and vi guy till now :) ..), as well
android as you already know. How to set up the build to use v5? I assume
the NDK have all the platforms (as Jorge mentioned somewhere in the
conversation). Any hints on this?

Thanks again a bunch

Nick


On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Just a question. Can the 3rd party libs be compiled with some switches? Are
you using the one pre-built available on wiki?

Nick


On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 I am setting up properly now everything from scratch, reading all over web
 ... I want to be sure and to learn how to setup the dev env first. Eclipse
 is something new to me (Visual Studio and vi guy till now :) ..), as well
 android as you already know. How to set up the build to use v5? I assume
 the NDK have all the platforms (as Jorge mentioned somewhere in the
 conversation). Any hints on this?

 Thanks again a bunch

 Nick


 On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
It varies from the NDK that things are build and Eclipse version (? I am
sure something behind it).

With the latest NDK r8e when I build the sample it says:
Fatal error: invalid -march= option: `armv5te'

any clue?

Nick


On Thu, Apr 11, 2013 at 6:50 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?

 Nick


 On Thu, Apr 11, 2013 at 6:11 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jan,

 I am setting up properly now everything from scratch, reading all over
 web ... I want to be sure and to learn how to setup the dev env first.
 Eclipse is something new to me (Visual Studio and vi guy till now :) ..),
 as well android as you already know. How to set up the build to use v5? I
 assume the NDK have all the platforms (as Jorge mentioned somewhere in the
 conversation). Any hints on this?

 Thanks again a bunch

 Nick


 On Thu, Apr 11, 2013 at 5:52 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Hi Trajce,


 On Thu, Apr 11, 2013 at 3:50 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 good to know. thanks for clearing some of my confusions.

 But, I have tried to run it on few Samsung Galaxy models and the same
 behavior .. Starts for a while, I can even press the Light On/OFF button
 but no blusih osg screen :/  I got this development machine somewhat
 setup so I am doing now all the setup based on specs, docs (as Jan
 suggested :) ...) just to make sure all is proper installed and I
 understand each of the steps correctly. Interesting is that an Ogre3D
 application is running with  armeabi-v7a. and that was my first build
 based on your page ..


 OSG runs with no problem with the armeabi-v7a too. The idea of compiling
 for the older armeabi is to avoid any potential problems with the optional
 Neon instruction support that your hardware may not have (armeabi doesn't
 contain those instructions).and any other compatibility issues your CPU may
 have, as not all ARMs are the same. The old v. 5 armeabi is compatible with
 practically everything on the market, the newer v. 7 ABI works with most,
 but then you have to be careful about compilation switches (Neon/no Neon,
 optimalization, etc.) because not every chip support every optional feature
 in that ABI. So if you aren't sure, stick with the old armeabi.

 Regards,

 Jan

 ___
 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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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger

On 04/11/2013 06:11 PM, Trajce Nikolov NICK wrote:

Hi Jan,

I am setting up properly now everything from scratch, reading all over
web ... I want to be sure and to learn how to setup the dev env first.
Eclipse is something new to me (Visual Studio and vi guy till now :)
..), as well android as you already know. How to set up the build to use
v5? I assume the NDK have all the platforms (as Jorge mentioned
somewhere in the conversation). Any hints on this?


It is just a switch for gcc telling it which ABI to use. That is what 
you set when defining the -DANDROID_ABI variable - only keep the 
'armeabi' value there.


Regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jan Ciger

On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

Just a question. Can the 3rd party libs be compiled with some switches?
Are you using the one pre-built available on wiki?


I am using those on the Wiki.

However, do check the Logcat for any errors - if the app crashes or is 
killed, the stacktrace in the log will tell you why that happened. 
Unless  you retrieve the stack trace from there we are just shooting in 
the dark. The problem could be something entirely different from the 
ABI/Neon issues even though this is a most common cause why the examples 
crash.


Regards,

Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
Trajce, please dump the logcat because i think i know what's happening.


2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge, Jan,

I can not build it now with the ndk I downloaded - my dev machine is setup
based on the wiki page by Jorge with the latest ndk. It says: Fatal error:
invalid -march= option: `armv5te'

Any clue? osg built just ok


On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.comwrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
I haven't tested ndk r8e but people are ranting about several bugs in the
makefiles so use the r8d. It's difficult to say anything else without
looking it by myself


2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is setup
 based on the wiki page by Jorge with the latest ndk. It says: Fatal error:
 invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.comwrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick

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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

ok, I will stick with d then

Nick


On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges jori...@gmail.com
  wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 --
 trajce nikolov nick




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jorge,

this is with clean build with d ndk and Juno Eclipse for android-7 (that
is the default in the example)

01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
tid=10
01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired
tid=10
01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
01-01 12:29:25.421: D/libEGL(2034): loaded
/system/lib/egl/libEGL_POWERVR_SGX540_120.so
01-01 12:29:25.421: D/libEGL(2034): loaded
/system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
01-01 12:29:25.425: D/libEGL(2034): loaded
/system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
01-01 12:29:25.519: W/EglHelper(2034): createContext
com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
notification tid=10
01-01 12:29:25.519: W/GLThread(2034): egl createSurface
01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion
= 131072
mMultipleGLESContextsAllowed = true
01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
/data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
/data/anr/traces.txt (-1 of 2978): Math result not representable

Hope this help to figure out something

Nick


On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or is
 killed, the stacktrace in the log will tell you why that happened. Unless
  you retrieve the stack trace from there we are just shooting in the dark.
 The problem could be something entirely different from the ABI/Neon issues
 even though this is a most common cause why the examples crash.


 Regards,

 Jan
 __**_
 osg-users mailing list
 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
also, when I build nativeLib, and donot remove -Werror it failed to build ..

Nick


On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7 (that
 is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface acquired
 tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion mGLESVersion
 = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
 /data/anr/traces.txt (-1 of 2978): Math result not representable

 Hope this help to figure out something

 Nick


 On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or
 is killed, the stacktrace in the log will tell you why that happened.
 Unless  you retrieve the stack trace from there we are just shooting in 
 the
 dark. The problem could be something entirely different from the ABI/Neon
 issues even though this is a most common cause why the examples crash.


 Regards,

 Jan
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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Trajce Nikolov NICK
Hi Jan,

after some reading from web I managed to set the build (and understand some
of the background and terminology) to use armeabi version 5 for all the
builds. So the build should be ok, just to see why is still crashing.
Progress for this day :-). And thanks to you and Jorge.

Cheers,

Nick


On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to build
 ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion
 mGLESVersion = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
 /data/anr/traces.txt (-1 of 2978): Math result not representable

 Hope this help to figure out something

 Nick


 On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's
 happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or
 is killed, the stacktrace in the log will tell you why that happened.
 Unless  you retrieve the stack trace from there we are just shooting in 
 the
 dark. The problem could be something entirely different from the 
 ABI/Neon
 issues even though this is a most common cause why the examples crash.


 Regards,

 Jan
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 osg-users@lists.**openscenegraph.orgosg-users@lists.openscenegraph.org
 http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
 openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




 --
 trajce nikolov nick




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Re: [osg-users] osgAndroidExample

2013-04-11 Thread Jorge Izquierdo Ciges
Let's see first

Eclipse it says: Failed to resolve android-8

It's because you have to open the ADT and then download the SDK files for
platform Android-8

Short explanation... in Android you have two platform versions, Native and
Dalvik layer, they don't have to be the same number because it doesn't
matter and until recently the numbers where not correlated. The NDK already
has every platform up to date... the SDK no... why? because they are heavy.
So if you have installed the SDK and the Eclipse plugin then there's an
option to open the ADT repository and download the platform you are gonna
use... in this case Android-8

Now second...

You can use add2line (search in google) or other utilities to look for the
code that is executed when the error :

01-01 11:49:13.917: I/DEBUG(1263):  #00  pc 8254e1ce
/data/data/osg.AndroidExample/lib/libosgNativeLib.so
01-01 11:49:13.917: I/DEBUG(1263):  #01  lr 8254e285
/data/data/osg.AndroidExample/lib/libosgNativeLib.so

If it is what i think then those lines will correspond to a
setName/getName from the Uniforms.


Please confirm it (you need to look it with your binary).



2013/4/11 Trajce Nikolov NICK trajce.nikolov.n...@gmail.com

 Hi Jan,

 after some reading from web I managed to set the build (and understand
 some of the background and terminology) to use armeabi version 5 for all
 the builds. So the build should be ok, just to see why is still crashing.
 Progress for this day :-). And thanks to you and Jorge.

 Cheers,

 Nick


 On Thu, Apr 11, 2013 at 10:44 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 also, when I build nativeLib, and donot remove -Werror it failed to build
 ..

 Nick


 On Thu, Apr 11, 2013 at 10:36 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 this is with clean build with d ndk and Juno Eclipse for android-7
 (that is the default in the example)

 01-01 12:29:25.179: I/GLThread(2034): noticed surfaceView surface lost
 tid=10
 01-01 12:29:25.308: I/GLThread(2034): onResume tid=10
 01-01 12:29:25.421: I/GLThread(2034): noticed surfaceView surface
 acquired tid=10
 01-01 12:29:25.421: W/EglHelper(2034): start() tid=10
  01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libEGL_POWERVR_SGX540_120.so
 01-01 12:29:25.421: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
 01-01 12:29:25.425: D/libEGL(2034): loaded
 /system/lib/egl/libGLESv2_POWERVR_SGX540_120.so
 01-01 12:29:25.503: W/EGLview(2034): creating OpenGL ES 2.0 context
 01-01 12:29:25.519: W/EglHelper(2034): createContext
 com.google.android.gles_jni.EGLContextImpl@4052a638 tid=10
 01-01 12:29:25.519: I/GLThread(2034): noticing that we want render
 notification tid=10
 01-01 12:29:25.519: W/GLThread(2034): egl createSurface
 01-01 12:29:25.519: W/EglHelper(2034): createSurface()  tid=10
 01-01 12:29:25.550: W/GLThreadManager(2034): checkGLESVersion
 mGLESVersion = 131072
 mMultipleGLESContextsAllowed = true
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceCreated
 01-01 12:29:25.550: W/GLThread(2034): onSurfaceChanged(800, 332)
 01-01 12:29:25.550: D/dalvikvm(2034): Trying to load lib
 /data/data/osg.AndroidExample/lib/libosgNativeLib.so 0x40513750
 01-01 12:29:30.246: I/dalvikvm(2034): threadid=4: reacting to signal 3
 01-01 12:29:30.253: E/dalvikvm(2034): Failed to write stack traces to
 /data/anr/traces.txt (-1 of 2978): Math result not representable

 Hope this help to figure out something

 Nick


 On Thu, Apr 11, 2013 at 10:03 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge,

 ok, I will stick with d then

 Nick


 On Thu, Apr 11, 2013 at 9:57 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, attached is the log. Also when I run Eclipse it says:
 Failed to resolve android-8

 Jorge, Thanks !

 Nick




 On Thu, Apr 11, 2013 at 9:26 PM, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Jorge, Jan,

 I can not build it now with the ndk I downloaded - my dev machine is
 setup based on the wiki page by Jorge with the latest ndk. It says: Fatal
 error: invalid -march= option: `armv5te'

 Any clue? osg built just ok


 On Thu, Apr 11, 2013 at 9:02 PM, Jorge Izquierdo Ciges 
 jori...@gmail.com wrote:

 Trajce, please dump the logcat because i think i know what's
 happening.


 2013/4/11 Jan Ciger jan.ci...@gmail.com

 On 04/11/2013 06:50 PM, Trajce Nikolov NICK wrote:

 Just a question. Can the 3rd party libs be compiled with some
 switches?
 Are you using the one pre-built available on wiki?


 I am using those on the Wiki.

 However, do check the Logcat for any errors - if the app crashes or
 is killed, the stacktrace in the log will tell you why that happened.
 Unless  you retrieve the stack trace from there we are just shooting 
 in the
 dark. The problem could be something entirely different from the 
 ABI/Neon
 issues even though this is a most common cause why the examples crash.


 Regards,

 Jan
 

Re: [osg-users] osgAndroidExample

2013-04-10 Thread Jan Ciger
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
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Re: [osg-users] OSGAndroidExample - 3D model disappears when device goes to sleep

2012-07-03 Thread Jorge Izquierdo Ciges
Nah, it's just it's default behaviour. Every time the context is
regenerated (open application, change screen orientation, go to desktop and
resume, etc) it creates again the viewer for the new conditions and the
scene is emptied. It's a toy example and there are a lot of cases that have
to be accounted in a real world application and that i didn't put there.
The logic step it's to preserve the root node of the scene in some way,
like passing a reference pointer to the java section or maintain a variable
in the native path, but beware of global pointers to such work because they
tend to be unrealiable.

Good luck

2012/7/2 Emil Le sur emilien.le...@global-vision-systems.com



 Is it an Android problem ? A basic OSG problem ? An OSG on Android problem
 ? I simply wanted to know if any of you already had (and hopefully solved)
 this problem or if you could show me the right direction.

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