Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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
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
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
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
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
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
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
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
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
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
Re: [osg-users] osgAndroidExample
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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
If you don't see the blue screeen of OSG then it's exiting abnormally. First: What version of OSG are you compiling? 3.1... trunk? Second: What device are you using? Third: What options did you use in Cmake? Fourth: GLES1 or 2? 2013/4/10 Jan Ciger jan.ci...@gmail.com Hello, On Wed, Apr 10, 2013 at 3:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi community, I have succeeded building and installing the sample GL ES1/2 samples on android and when I try to run it, it starts, it shows the buttons and immediately it goes away (close without complaining). Have a look at the part of the OSG documentation about the Neon instruction support. If you are running the code on a device with a Tegra 2 chipset (maybe some others), then it will cause this type of crash because that instruction set isn't supported on Tegra 2. Either compile for the version 5 ABI (armeabi - which doesn't use Neon) or disable the Neon instruction set according to the instructions in the doc. I went thru the code and I am not seeing where the models are loaded (or is it interactive via menu or such). It is interactive, in the menu you have load model, then you type the path to the model file into a popup window (.ive) there, e.g. /mnt/sdcard/cube.ive. If everything goes well, the model will load and display. Please note I know OSG to some point but new to mobile device development so please talk to me as to a child on this. Shell I copy the models somewhere so they are loaded? For the demos you should likely put the models somewhere on the sdcard because you will have to enter that path in the file loading dialog. What is the assets folder for? That folder contains additional files (assets), such as models, sounds, icons, etc. that get packaged into the application APK and installed with it when you install the application. Then you can access them from the Java code using handles. Don't put your models there, it isn't possible to directly load files from C++ code using that folder. Well, strictly speaking it is possible, but it requires some major hacking to discover the Linux filesystem path of the folder before you can access files there. Have a look at the Android SDK documentation, it explains what are these various folders for and how an Android application works. Starting mobile app development with OSG as your first project is a really terrible idea due to the complexity - try some of the SDK examples first, then the examples from the NDK so that you understand how things fit together. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list
Re: [osg-users] osgAndroidExample
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
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
Re: [osg-users] osgAndroidExample
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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
¿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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 ___ 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 osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 __**_ 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 ___ 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 -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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 __**_ 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 ___ 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 -- trajce nikolov nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAndroidExample
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
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
Re: [osg-users] OSGAndroidExample - 3D model disappears when device goes to sleep
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org