Re: [osg-users] osgAndroidExampleGLES1

2011-09-13 Thread Jorge Izquierdo Ciges
Seriously READ the documentation:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android

Particularities of OSG in
Android

There are some particularities that you need to know before compiling and
using OSG in Android:

   - OSG in Android only supports Static linking.
   - OSG needs to be compiled with OpenGL ES 1.x OR 2.0
   - *Environmental mapping doesn't work.*
   - Automatic Shaders don't work.
   - Multithreading Handler doesn't work.
   - osgSim and osgShadow won't work if you don't link also freetype.


It's an OpenGL 1.1 extension if I remember well and it's different from
environmental mapping in OpenGL so it's not supported BUT you can code it to
make it possible.

Also...

To use jpeg, png and others...

3rd Party 
Dependencies

To ease the development of aplications, there is a 3rd party dependency pack
with libjpeg,libpng, libtiff,libcurl and freetype to use with
OpenSceneGraph
in
Android. It will work only with armeabi v5 and v7(With Neon extensions).

Which mean that they are compiled previous to discover the Neon-Tegra2
issue. So you can only use v5 with it. (Or combine v5 in a v7 compile that
should work too while we make another version)


2011/9/13 Marc Sticksen 

> Hi,
>
> so basically textures should work? When I´m loading cow.osg, texture
> doesn´t appear.
>
> Code:
>
> > 09-13 16:35:34.140: ERROR/Osg Viewer(4492): Testing
> > 09-13 16:35:47.320: ERROR/Osg Viewer(4492): There are 1 models to load
> > 09-13 16:35:47.320: ERROR/Osg Viewer(4492): Loading:
> /sdcard/osgmodels/cow.osg
> > 09-13 16:35:47.650: ERROR/Osg Viewer(4492): Model loaded
> > 09-13 16:35:47.660: INFO/Osg Viewer(4492): Warning: TexGen::apply(State&)
> - not supported.
> > 09-13 16:35:47.750: INFO/Osg Viewer(4492): Warning: TexGen::apply(State&)
> - not supported.
> > 09-13 16:35:47.750: WARN/Osg Viewer(4492): Warning: detected OpenGL error
> 'invalid enumerant' at after RenderBin::draw(..)
> >
>
>
> Can somebody help?
>
> Cheers,
> Marc
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=42706#42706
>
>
>
>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-09-13 Thread Jorge Izquierdo Ciges
Yes it works you just need to change it in ALL the Android.mk because it's
defined in each script file. That's why I said that I need to make another
sumission adding optional optimization WHICH will overwrite every
.mk.inwhen it's added to the main library.

2011/9/13 Marc Sticksen 

> Hi,
>
> only commenting the NEON-line in the Android.mk doesn´t work. Well, not
> here in my system, maybe it works for you? Have you tried it?
>
> Cheers,
> Marc
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=42699#42699
>
>
>
>
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Re: [osg-users] osgAndroidExampleGLES1

2011-09-13 Thread Marc Sticksen
Hi,

so basically textures should work? When I´m loading cow.osg, texture doesn´t 
appear. 

Code:

> 09-13 16:35:34.140: ERROR/Osg Viewer(4492): Testing
> 09-13 16:35:47.320: ERROR/Osg Viewer(4492): There are 1 models to load
> 09-13 16:35:47.320: ERROR/Osg Viewer(4492): Loading: /sdcard/osgmodels/cow.osg
> 09-13 16:35:47.650: ERROR/Osg Viewer(4492): Model loaded
> 09-13 16:35:47.660: INFO/Osg Viewer(4492): Warning: TexGen::apply(State&) - 
> not supported.
> 09-13 16:35:47.750: INFO/Osg Viewer(4492): Warning: TexGen::apply(State&) - 
> not supported.
> 09-13 16:35:47.750: WARN/Osg Viewer(4492): Warning: detected OpenGL error 
> 'invalid enumerant' at after RenderBin::draw(..)
> 


Can somebody help?

Cheers,
Marc

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-09-13 Thread Marc Sticksen
Hi,

only commenting the NEON-line in the Android.mk doesn´t work. Well, not here in 
my system, maybe it works for you? Have you tried it?

Cheers,
Marc

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-09-13 Thread Jorge Izquierdo Ciges
Yeah... bright mind, changin templates than can change form version to
version it's better than change the scripts of your build.

2011/9/12 Marc Sticksen 

>
> Jorge Izquierdo Ciges wrote:
> > Neon extensions maybe don't make so much acceleration with devices but v7
> makes some improvements depending the device. If you change the Android.mk
> in the example and in the OSG build and quit the Neon part of the script
> (just comment the LOCAL_ARM_NEON:=true) and it should work for you.
>
>
> For all that are searching a solution on how to disable NEON in the OSG
> build: just comment the above section in file
> OpenSceneGraph_root/PlatformSpecifics/Android/Android.mk.modules.in
>
> Cheers,
> Marc
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=42604#42604
>
>
>
>
>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-09-13 Thread Marc Sticksen

Jorge Izquierdo Ciges wrote:
> Neon extensions maybe don't make so much acceleration with devices but v7 
> makes some improvements depending the device. If you change the Android.mk in 
> the example and in the OSG build and quit the Neon part of the script (just 
> comment the LOCAL_ARM_NEON:=true) and it should work for you.


For all that are searching a solution on how to disable NEON in the OSG build: 
just comment the above section in file 
OpenSceneGraph_root/PlatformSpecifics/Android/Android.mk.modules.in

Cheers, 
Marc

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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-24 Thread Jorge Izquierdo Ciges
Wow xD why did you redefine all that stuff? Just execute a regular build of
OSG and latter an installation an it will copy al the files and libraries to
the installation directory! xD It's defined to use the libraries if he
founds them at that point.

Now about using on your final build  *USE_OSGPLUGIN*(name) if you look the
osdb_plugins you'll see that they all have the same name except for the
latest part, that's the real name you have to use in the macro.

BUT! that's not all, you also need to include the plugin and the library
dependece in the Android.mk of your program.following the dependance (first
library second plugin that uses that library) My usual way of writting it's
on the bottom of the list add the third party stuff and the first in the
list the plugin. If you look well the -losg you'll figure out. Dependencies
are from bottom to top

And once more time I really DISAGREE with installing osg for Android in the
usr directory, there's a -DINSTALL_PREFIX (or something like that) that can
be used to define your destination directory. (I have two independant builds
for example in $HOME/osgAndroidGLES1 and $HOME/osgAndroidGLES2)


2011/8/24 anurag mairal 

> question. I don't know how and where to use these macros. i am not able to
> load .tff, .png file also on device. one thing i understood from your
> pervious mail that i need to use these macros.
> The macro are: *USE_OSGPLUGIN*(name_plugin) *USE_DOTOSGWRAPPER_LIBRARY*(n
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-24 Thread anurag mairal
hi jorge,
 i am sorry if i am asking very basic question. I don't know how and where
to use these macros. i am not able to load .tff, .png file also on device.
one thing i understood from your pervious mail that i need to use these
macros.
The macro are: *USE_OSGPLUGIN*(name_plugin)
*USE_DOTOSGWRAPPER_LIBRARY*(name_deprecated)
*USE_SERIALIZER_WRAPPER_LIBRARY*(name_serializer)

I can see that in /usr/local/obj/local/armeabi all the libraries  i.e
libjpeg.a etc are there, but how to ;load it
at which part of my application i have to use these macros?

sorry if my question is too basic;
Please help,
Anurag

i  build plugins made these changes in cmake(through cmake-gui);
 few entries of my CMakeCache.txt are shown below.

//Path to a file.
CURL_DIR:PATH=/home/anurag/Complete-build/OpenSceneGraph-3.0.0/3rdparty/curl/

//Path to a file.
CURL_INCLUDE_DIR:PATH=/usr/include

//on if curl is a static lib
CURL_IS_STATIC:BOOL=ON

//Path to a library.
CURL_LIBRARY:FILEPATH=/usr/lib/libcurl.so


//Path to a file.
FREETYPE_DIR:PATH=/home/anurag/Complete-build/OpenSceneGraph-3.0.0/3rdparty/freetype/

//Path to a file.
FREETYPE_INCLUDE_DIR_freetype2:PATH=/usr/include/freetype2

//Path to a file.
FREETYPE_INCLUDE_DIR_ft2build:PATH=/usr/include

//Path to a library.
FREETYPE_LIBRARY:FILEPATH=/usr/lib/libfreetype.so

//Path to a file.
GDAL_DIR:PATH=/home/anurag/Complete-build/OpenSceneGraph-3.0.0/3rdparty/gdal/

//Path to a file.
GDAL_INCLUDE_DIR:PATH=/usr/include/gdal

//Path to a library.
GDAL_LIBRARY:FILEPATH=/usr/lib/libgdal1.6.0.so

//Path to a file.
GIFLIB_INCLUDE_DIR:PATH=/usr/include

//Path to a library.
GIFLIB_LIBRARY:FILEPATH=/usr/lib/libgif.so


//Path to a file.
JPEG_INCLUDE_DIR:PATH=/usr/include

//Path to a library.
JPEG_LIBRARY:FILEPATH=/usr/lib/libjpeg.so


//Value Computed by CMake
OSG_PLUGINS_MASTER_BINARY_DIR:STATIC=/home/anurag/Complete-build/OpenSceneGraph-3.0.0/build-source/src/osgPlugins

//Value Computed by CMake
OSG_PLUGINS_MASTER_SOURCE_DIR:STATIC=/home/anurag/Complete-build/OpenSceneGraph-3.0.0/src/osgPlugins

//Set to ON to have OpenSceneGraph search the configured install
// directory for plugins.
OSG_PLUGIN_SEARCH_INSTALL_DIR_FOR_PLUGINS:BOOL=ON


//Path to a file.
PNG_INCLUDE_DIR:PATH=/home/anurag/Complete-build/OpenSceneGraph-3.0.0/3rdparty/libpng/

//Path to a library.
PNG_LIBRARY:FILEPATH=/usr/lib/libpng.so

//Path to a file.
PNG_PNG_INCLUDE_DIR:PATH=/usr/include


//Path to a file.
TIFF_INCLUDE_DIR:PATH=/usr/include

//Path to a library.
TIFF_LIBRARY:FILEPATH=/usr/lib/libtiff.so
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Re: [osg-users] osgAndroidExampleGLES1

2011-08-23 Thread Jorge Izquierdo Ciges
Well I can think of three causes:

-He can't find the textures.
-The textures can't be loaded for lack of plugins (being an ive file this
shouldn't happen)
-The textures are compressed ussing DXT or other texture compression not
available in the device or directly not supported right now in OSG (this is
my bet :P)

2011/8/23 anurag mairal 

>
> Hi Jorge,
>  I could build complete osg with plugins;
> I am facing one problems.
>
> I created a test.ive file using osgdem application (generated a 3d model
> using dem and texture). when i am loading it using osgAndroidExampleGLES1
> application on device; it is displaying the dem(means i am able to see the
> terrain variations as smooth surface) but texture is not coming.
>
> created by using
>  osgdem -t test.tiff -d test-dem.tiff -l 5 -o test.ive
>
> Can you please help,
> Thanks,
> Anurag
>
>
>
>
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Re: [osg-users] osgAndroidExampleGLES1

2011-08-23 Thread anurag mairal
Hi Jorge,
 I could build complete osg with plugins;
I am facing one problems.

I created a test.ive file using osgdem application (generated a 3d model
using dem and texture). when i am loading it using osgAndroidExampleGLES1
application on device; it is displaying the dem(means i am able to see the
terrain variations as smooth surface) but texture is not coming.

created by using
 osgdem -t test.tiff -d test-dem.tiff -l 5 -o test.ive

Can you please help,
Thanks,
Anurag
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-23 Thread Jorge Izquierdo Ciges
Neon extensions maybe don't make so much acceleration with devices but v7
makes some improvements depending the device. If you change the Android.mk
in the example and in the OSG build and quit the Neon part of the script
(just comment the LOCAL_ARM_NEON:=true) and it should work for you.

2011/8/23 Jorge Izquierdo Ciges 

> OH GOD
> NOW I GET IT!
>
> How could I be so blind! damn!
>
> It's a Tegra Device! Tegra2 chipsets can compile armeabi-v7 BUT can't use
> NEON extensions. If you see my examples and the OSG build files use NEON
> extensions with armeabi-v7 by default for Google's advice. But Tegra2 has
> the extrange weirdness to be an armeabi-v7 compatible processor BUT it
> doesn't have any Neon extension module!
>
> Now all makes sense =_=
>
> Sigh... well I'll send a patch when I can adding options to the Cmake
> building to add choice in versions and Neon.
>
>
> 2011/8/23 Luca Vezzadini 
>
>> Big news!!!
>> I've been able to make the OSG example run on my Honeycomb device!
>> Now, something is definitely screwed somewhere... here is what I did in
>> order to make it run.
>> - build for API platform 9 both OSG and the examples
>> - build the example ONLY for armeabi, not armeabi-v7
>> - target Android 2.3.3 in the Eclipse build.
>>
>> By doing that the code runs fine.
>> To me, this means that previously my Honeycomb device (Acer IconiaTab) was
>> trying to load the armeabi-v7 version, as it should support it, but for some
>> reason that build is not working. Forcing it to use the armeabi (by removing
>> completely the build for v7) works fine.
>>
>> This is where I have to stop though... if you guys are in touch with the
>> Android Dev community and know well enough the depths of OSG build for
>> Android, you might want to see if and how this can be fixed... I am
>> available to run more tests of course, so let me know if there is anything
>> else I can do ok?
>> In the meantime I'll finally go on with some real coding :)
>>
>>Luca
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=42182#42182
>>
>>
>>
>>
>>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-23 Thread Jorge Izquierdo Ciges
OH GOD
NOW I GET IT!

How could I be so blind! damn!

It's a Tegra Device! Tegra2 chipsets can compile armeabi-v7 BUT can't use
NEON extensions. If you see my examples and the OSG build files use NEON
extensions with armeabi-v7 by default for Google's advice. But Tegra2 has
the extrange weirdness to be an armeabi-v7 compatible processor BUT it
doesn't have any Neon extension module!

Now all makes sense =_=

Sigh... well I'll send a patch when I can adding options to the Cmake
building to add choice in versions and Neon.


2011/8/23 Luca Vezzadini 

> Big news!!!
> I've been able to make the OSG example run on my Honeycomb device!
> Now, something is definitely screwed somewhere... here is what I did in
> order to make it run.
> - build for API platform 9 both OSG and the examples
> - build the example ONLY for armeabi, not armeabi-v7
> - target Android 2.3.3 in the Eclipse build.
>
> By doing that the code runs fine.
> To me, this means that previously my Honeycomb device (Acer IconiaTab) was
> trying to load the armeabi-v7 version, as it should support it, but for some
> reason that build is not working. Forcing it to use the armeabi (by removing
> completely the build for v7) works fine.
>
> This is where I have to stop though... if you guys are in touch with the
> Android Dev community and know well enough the depths of OSG build for
> Android, you might want to see if and how this can be fixed... I am
> available to run more tests of course, so let me know if there is anything
> else I can do ok?
> In the meantime I'll finally go on with some real coding :)
>
>Luca
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=42182#42182
>
>
>
>
>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-23 Thread Luca Vezzadini
Big news!!!
I've been able to make the OSG example run on my Honeycomb device!
Now, something is definitely screwed somewhere... here is what I did in order 
to make it run.
- build for API platform 9 both OSG and the examples
- build the example ONLY for armeabi, not armeabi-v7
- target Android 2.3.3 in the Eclipse build.

By doing that the code runs fine.
To me, this means that previously my Honeycomb device (Acer IconiaTab) was 
trying to load the armeabi-v7 version, as it should support it, but for some 
reason that build is not working. Forcing it to use the armeabi (by removing 
completely the build for v7) works fine.

This is where I have to stop though... if you guys are in touch with the 
Android Dev community and know well enough the depths of OSG build for Android, 
you might want to see if and how this can be fixed... I am available to run 
more tests of course, so let me know if there is anything else I can do ok?
In the meantime I'll finally go on with some real coding :)

Luca

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Jorge Izquierdo Ciges
Well I have it for linux I can send it to you. If it really is a Bug they
will solve in the next rc.

2011/8/22 Luca Vezzadini 

> Searching on many forums it comes out that other people do have similar
> issues with that linker warning. Not sure if that is related to the
> execution errors that we have (see original post from Ricky) but there might
> be a relation.
> Somewhere it was mentioned that the _dso_handle thing is defined in libc.a;
> and if you look at the stack traces posted by Ricky the libc is always
> mentioned on the very top of the list...
> Could it be an issue with the new NDK release? Maybe something is messed up
> in the way it handles these things? I'm not such an expert in gcc
> compilation so I cannot help that much here, sorry about that...
>
>   Luca
>
> PS
> I'd like to try using the NDK r5b which apparently did not show these
> warnings. Any idea where I could get it from? The official NDK page only
> offers the link to the latest version
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=42166#42166
>
>
>
>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
Searching on many forums it comes out that other people do have similar issues 
with that linker warning. Not sure if that is related to the execution errors 
that we have (see original post from Ricky) but there might be a relation. 
Somewhere it was mentioned that the _dso_handle thing is defined in libc.a; and 
if you look at the stack traces posted by Ricky the libc is always mentioned on 
the very top of the list... 
Could it be an issue with the new NDK release? Maybe something is messed up in 
the way it handles these things? I'm not such an expert in gcc compilation so I 
cannot help that much here, sorry about that...

   Luca

PS
I'd like to try using the NDK r5b which apparently did not show these warnings. 
Any idea where I could get it from? The official NDK page only offers the link 
to the latest version

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
I actually used 10 for both (OSG and the example). 

Luca

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Jorge Izquierdo Ciges
10 doesn't matter for Ndk because the last change was in 9 (if you look
there's no platform 10). If you already did this don't botter. But just to
be sure you did it with the OSG library not the example, right?

2011/8/22 Luca Vezzadini 

> Hi Jorge,
> Actually I did already change that, so to compile for platform-10 even. But
> no success either.
> If you think that it might help to try explicitly with platform 9 I will.
> But I seriously doubt that it can help...
>
>   Luca
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=42159#42159
>
>
>
>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
Hi Jorge,
Actually I did already change that, so to compile for platform-10 even. But no 
success either.
If you think that it might help to try explicitly with platform 9 I will. But I 
seriously doubt that it can help...

   Luca

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-21 Thread Jorge Izquierdo Ciges
Luca, I'm writing some documentation for my work and I thought that maybe
(It shouldn't) you should compile the OSG library for platform 9. Just
change the variable "APP_PLATFORM" to android-9 in the file Application.mk
of the OSG build dir. Also change accordingly the rest of the files that
refer to platform 5. I doubt it can be so simple but i've seen weirder
things in Android.

2011/8/19 Jorge Izquierdo Ciges 

> Ok I'll check if those warnings come in the r6 in my Linux.
>
> 2011/8/19 Luca Vezzadini 
>
>> I'm on NDK r6, the latest one.
>>
>> Luca
>>
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>>
>>
>>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-19 Thread Jorge Izquierdo Ciges
Ok I'll check if those warnings come in the r6 in my Linux.

2011/8/19 Luca Vezzadini 

> I'm on NDK r6, the latest one.
>
> Luca
>
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>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-19 Thread Luca Vezzadini
I'm on NDK r6, the latest one.

Luca

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-19 Thread Jorge Izquierdo Ciges
What's your Ndk version? There are people that claim that those warnings
weren't before.

2011/8/19 Luca Vezzadini 

> Hi,
> Yes, I will run more tests on this next week, trying to figure it out.
> In the meantime, I noticed one warning when linking the JNI part of the
> GLES1 example (libosgNativeLib.so) for armeabi-v7a:
>
> Code:
> ld.exe: warning: type and size of dynamic symbol `__dso_handle' are not
> defined
>
>
>
> Searching a bit on this it looks like a potential problem. I have no idea
> if this gives any clue to people, I just wanted to report it for now. Will
> dig more into it...
> Thanks!
>
> Luca
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=42125#42125
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>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-19 Thread Luca Vezzadini
Hi,
Yes, I will run more tests on this next week, trying to figure it out.
In the meantime, I noticed one warning when linking the JNI part of the GLES1 
example (libosgNativeLib.so) for armeabi-v7a: 

Code:
ld.exe: warning: type and size of dynamic symbol `__dso_handle' are not defined



Searching a bit on this it looks like a potential problem. I have no idea if 
this gives any clue to people, I just wanted to report it for now. Will dig 
more into it... 
Thanks!

Luca

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-18 Thread Jorge Izquierdo Ciges
Ok. I was thinking that the error would be in the JNI bridge. I think there
are some changes about how android treats native processes. There is a mode
to debug JNI by the way which gives more info.

2011/8/18 Riccardo Corsi 

>
> One more info is that I've tried to build all the example with both 2.3.3
> and 3.1 target profile, and they show the same problem on the tablet.
> I've tried as well to modify manually the minimum and target version of the
> sdk in the AndroidManifest.xml but nothing changed.
>
> Ricky
>
> P.S. I'll run some more tests today, but since tomorrow I'll be in vacation
> for a couple of weeks =) My colleague Luca will run some tests and follow
> this thread while I'm away. Thank you.
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-18 Thread Riccardo Corsi
Hi Jorge,

I've added some Log as you suggested, and apparently as soon as it construct
the osgMainApp native object, something goes wrong.
In particular I've added a log in the EGL Renderer like this:

public void onSurfaceChanged(GL10 gl, int width, int height)
{
Log.e(TAG, "BEFORE_NATIVE_INIT");

osgNativeLib.init(width, height);
}


and one log in the init() method of osgNativeLib.cpp like this:

JNIEXPORT void JNICALL Java_osg_AndroidExample_osgNativeLib_init(JNIEnv *
env, jobject obj, jint width, jint height)
{
__android_log_write(ANDROID_LOG_ERROR, "OSGANDROID",
"NATIVE_INIT_CODE");

mainApp.initOsgWindow(0,0,width,height);
}

Finally, I've also added 2 log as first and last instruction of the
OsgMainApp ctor (in the cpp file):

OsgMainApp::OsgMainApp()
{
  __android_log_write(ANDROID_LOG_ERROR, "OSGANDROID",
"OSG_MAIN_APP_CTOR_BEGIN");


_lodScale = 1.0f;
_prevFrame = 0;

_initialized = false;
_clean_scene = false;

__android_log_write(ANDROID_LOG_ERROR, "OSGANDROID",
"OSG_MAIN_APP_CTOR_END");

}


What happens is that "BEFORE_NATIVE_INIT" is printed, the 2 logs in the cpp
ctor are printed as well,
but NOT he "NATIVE_INIT_CODE", which suggests some error related to the
native object right after it's created.

The new logcat is in attach.

One more info is that I've tried to build all the example with both 2.3.3
and 3.1 target profile, and they show the same problem on the tablet.
I've tried as well to modify manually the minimum and target version of the
sdk in the AndroidManifest.xml but nothing changed.

Ricky

P.S. I'll run some more tests today, but since tomorrow I'll be in vacation
for a couple of weeks =) My colleague Luca will run some tests and follow
this thread while I'm away. Thank you.




On Wed, Aug 17, 2011 at 18:44, Jorge Izquierdo Ciges wrote:

> Well it's easy... there are some debug messages that I put them because the
> obscureness and difficulties to find some error so usually the trace should
> have first the message:
>
>
> 08-16 15:59:29.331: WARN/EGLview(4904): creating OpenGL ES 1 context
>
> That message come from the EGL java class WHICH initializes the GLES context. 
> That message is in your logs. Now when you have the context the method 
> onSurfaceCreated is called and it's a do nothing in my example, for more 
> complex programs the correct initialization should be done there and the 
> surfaceChange have another initialization code, because that function is 
> called when you change possition on your device and on other places. So they 
> should not have the same code.
>
> When you enter onSurfaceChanged, that's when OSG initializes everything so 
> NOW we have the BIG trouble. the init function goes through a JNI bridge 
> (init function) and calls the function initOsgWindow of mainApp.
>
> Inside initOsgWindow there's another LOG  that should write. It's the FIRST 
> instruction and it is dispatchet through __android_log_write so that will 
> ever show whathever happens.
>
> "Initializing geometry"
>
> If you don't see that Log entry then no OSG code has been used.
>
> Then Maybe it's the same strange bug that Rafa told me once (he could fix it 
> for his samsung) but since 2.2 that bug dissapeared... And i don't know e
>
> Now you should test if the application can reach the JNI bridge, put some 
> __android_log_write in the osgNativeLib in the init function after and before 
> calling the osg function.
>
> And about the log that's just the full heap. There are some manuals if you
> want to know more to translate to code but just by looking what I've said to
> you... it's a strange bug.
>
>
>
> 2011/8/17 Riccardo Corsi 
>
>> Hi Jorge,
>>
>> I've set some breakpoints and stepped into the java code with the
>> debugger.
>> From the GLThread these methods are called in this order:
>> - EGLView::onSurfaceCreated()
>> - EGLView::onSurfaceChanged()
>>
>> Inside onSurfaceChanged(), when it calls the native method
>> osgNativeLib.init(), it exits and thus never reaches onDrawFrame() is never
>> reached.
>>
>> Ricky
>>
>> P.S. By the way... how did you get that info from the logcat? it's still
>> quite obscure to me...
>>
>>
>>
>>
>>
>> On Wed, Aug 17, 2011 at 16:38, Jorge Izquierdo Ciges 
>> wrote:
>>
>>> That's one hell of a error. ¡He doesn't reach the initOsgWindow function!
>>>
>>> I've never seen it, but I have some ideas. First it's the same error for
>>> both of them. This must be some Native compatibility isue. I've heard that
>>> the EglView in which the example is based has some troubles with some
>>> devices but no one has said something solid about it. So, try to check by
>>> debug or just Log (quicker) which methods of the EGLview.java if onDraw is
>>> calle before onSurfaceChange or if onSurfaceChanged is never called we'll
>>> hace to see if there has been some changes in the API that requiere a SDK
>>> target version on the manifest. If not... well we'll see.
>>>
>>> 2011/8/17 Riccar

Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-17 Thread Jorge Izquierdo Ciges
Well it's easy... there are some debug messages that I put them because the
obscureness and difficulties to find some error so usually the trace should
have first the message:

08-16 15:59:29.331: WARN/EGLview(4904): creating OpenGL ES 1 context

That message come from the EGL java class WHICH initializes the GLES
context. That message is in your logs. Now when you have the context
the method onSurfaceCreated is called and it's a do nothing in my
example, for more complex programs the correct initialization should
be done there and the surfaceChange have another initialization code,
because that function is called when you change possition on your
device and on other places. So they should not have the same code.

When you enter onSurfaceChanged, that's when OSG initializes
everything so NOW we have the BIG trouble. the init function goes
through a JNI bridge (init function) and calls the function
initOsgWindow of mainApp.

Inside initOsgWindow there's another LOG  that should write. It's the
FIRST instruction and it is dispatchet through __android_log_write so
that will ever show whathever happens.

"Initializing geometry"

If you don't see that Log entry then no OSG code has been used.

Then Maybe it's the same strange bug that Rafa told me once (he could
fix it for his samsung) but since 2.2 that bug dissapeared... And i
don't know e

Now you should test if the application can reach the JNI bridge, put
some __android_log_write in the osgNativeLib in the init function
after and before calling the osg function.

And about the log that's just the full heap. There are some manuals if you
want to know more to translate to code but just by looking what I've said to
you... it's a strange bug.


2011/8/17 Riccardo Corsi 

> Hi Jorge,
>
> I've set some breakpoints and stepped into the java code with the debugger.
> From the GLThread these methods are called in this order:
> - EGLView::onSurfaceCreated()
> - EGLView::onSurfaceChanged()
>
> Inside onSurfaceChanged(), when it calls the native method
> osgNativeLib.init(), it exits and thus never reaches onDrawFrame() is never
> reached.
>
> Ricky
>
> P.S. By the way... how did you get that info from the logcat? it's still
> quite obscure to me...
>
>
>
>
>
> On Wed, Aug 17, 2011 at 16:38, Jorge Izquierdo Ciges wrote:
>
>> That's one hell of a error. ¡He doesn't reach the initOsgWindow function!
>>
>> I've never seen it, but I have some ideas. First it's the same error for
>> both of them. This must be some Native compatibility isue. I've heard that
>> the EglView in which the example is based has some troubles with some
>> devices but no one has said something solid about it. So, try to check by
>> debug or just Log (quicker) which methods of the EGLview.java if onDraw is
>> calle before onSurfaceChange or if onSurfaceChanged is never called we'll
>> hace to see if there has been some changes in the API that requiere a SDK
>> target version on the manifest. If not... well we'll see.
>>
>> 2011/8/17 Riccardo Corsi 
>>
>>> Hi Jorge and all,
>>>
>>> I start a new thread as I don't want to pollute the other -
>>> http://forum.openscenegraph.org/viewtopic.php?t=8917&start=17
>>> which mainly talks about building for Android.
>>>
>>> Basically the issue is that osgAndroidExampleGLES1 doesn't work when
>>> deployed to my Acer Iconia A500, running Android 3.1
>>> (while the same build works just fine on the Nexus S running Android
>>> 2.3.4)
>>>
>>> The application starts up for a couple of seconds, and when it's about to
>>> create the osg blue screen it dies.
>>> I attach the logcat, even though I couldn't understand from it what's the
>>> reason that makes the viewer die...
>>>
>>> The same happens with the GLES2 example, for which I attach the logcat as
>>> well.
>>>
>>> I'm still investigating and will post if I have some news,
>>> any hint is appreciated.
>>> Ricky
>>>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-17 Thread Riccardo Corsi
Hi Jorge,

I've set some breakpoints and stepped into the java code with the debugger.
>From the GLThread these methods are called in this order:
- EGLView::onSurfaceCreated()
- EGLView::onSurfaceChanged()

Inside onSurfaceChanged(), when it calls the native method
osgNativeLib.init(), it exits and thus never reaches onDrawFrame() is never
reached.

Ricky

P.S. By the way... how did you get that info from the logcat? it's still
quite obscure to me...




On Wed, Aug 17, 2011 at 16:38, Jorge Izquierdo Ciges wrote:

> That's one hell of a error. ¡He doesn't reach the initOsgWindow function!
>
> I've never seen it, but I have some ideas. First it's the same error for
> both of them. This must be some Native compatibility isue. I've heard that
> the EglView in which the example is based has some troubles with some
> devices but no one has said something solid about it. So, try to check by
> debug or just Log (quicker) which methods of the EGLview.java if onDraw is
> calle before onSurfaceChange or if onSurfaceChanged is never called we'll
> hace to see if there has been some changes in the API that requiere a SDK
> target version on the manifest. If not... well we'll see.
>
> 2011/8/17 Riccardo Corsi 
>
>> Hi Jorge and all,
>>
>> I start a new thread as I don't want to pollute the other -
>> http://forum.openscenegraph.org/viewtopic.php?t=8917&start=17
>> which mainly talks about building for Android.
>>
>> Basically the issue is that osgAndroidExampleGLES1 doesn't work when
>> deployed to my Acer Iconia A500, running Android 3.1
>> (while the same build works just fine on the Nexus S running Android
>> 2.3.4)
>>
>> The application starts up for a couple of seconds, and when it's about to
>> create the osg blue screen it dies.
>> I attach the logcat, even though I couldn't understand from it what's the
>> reason that makes the viewer die...
>>
>> The same happens with the GLES2 example, for which I attach the logcat as
>> well.
>>
>> I'm still investigating and will post if I have some news,
>> any hint is appreciated.
>> Ricky
>>
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-17 Thread Jorge Izquierdo Ciges
That's one hell of a error. ¡He doesn't reach the initOsgWindow function!

I've never seen it, but I have some ideas. First it's the same error for
both of them. This must be some Native compatibility isue. I've heard that
the EglView in which the example is based has some troubles with some
devices but no one has said something solid about it. So, try to check by
debug or just Log (quicker) which methods of the EGLview.java if onDraw is
calle before onSurfaceChange or if onSurfaceChanged is never called we'll
hace to see if there has been some changes in the API that requiere a SDK
target version on the manifest. If not... well we'll see.

2011/8/17 Riccardo Corsi 

> Hi Jorge and all,
>
> I start a new thread as I don't want to pollute the other -
> http://forum.openscenegraph.org/viewtopic.php?t=8917&start=17
> which mainly talks about building for Android.
>
> Basically the issue is that osgAndroidExampleGLES1 doesn't work when
> deployed to my Acer Iconia A500, running Android 3.1
> (while the same build works just fine on the Nexus S running Android 2.3.4)
>
> The application starts up for a couple of seconds, and when it's about to
> create the osg blue screen it dies.
> I attach the logcat, even though I couldn't understand from it what's the
> reason that makes the viewer die...
>
> The same happens with the GLES2 example, for which I attach the logcat as
> well.
>
> I'm still investigating and will post if I have some news,
> any hint is appreciated.
> Ricky
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-11 Thread anurag mairal
Hi Jorge,
 Thanks for your support
i really appreciate the efforts you people are doing. Thanks again;
i will keep trying the things,
Bye,
Anurag
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-10 Thread Jorge Izquierdo Ciges
(Sorry if I go to the basics but there are lot of steps wich you didn't say
if you did or not)

1rst: Did you compile OSG (full library) whith 3rd party package? The link
is in one of the posts. I have to post it in the wiki.
http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip

2nd: This is a Static Build. DID you put the appropiate macro? Remember for
OSG to know that has to build statically a plugin it has to be defined by a
Macro. In the example only basic formats that don't have dependences have
been put. I only put a very basic number of plugins for basic support so No
3ds if you don't put the macro and no PNG if you don't have the 3rd party.
Static building with plugins it's the trickiest part of the process. Because
there are some plugins that are not compiled for third dependences or
conditions. I had trouble, for example, in the fileformat for large laser
scanned models.

Good luck and keep going the fight. When you get ussed to the tree or four
strange little things it's easier.

2011/8/11 anurag mairal 

>
>
> Hi Jorge,
>>
>> Sorry i am troubling you again, i got the button pressing it, i got the
> sub-menu for load model.
>
> i am trying to load .3DS / .PNG files; but its showing error in adb
> "could not find pluging to load data"
> image is at /mnt/sdcard/osg.png
>
> if i copy libpng.a  in osgViewer.apk; its not getting installed.
> can you please tell me how to load plugins ?
>
>
>> Thanks for the help,
>> Bye
>> Anurag
>>
>
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-10 Thread anurag mairal
Hi Jorge,
>
> Sorry i am troubling you again, i got the button pressing it, i got the
sub-menu for load model.

i am trying to load .3DS / .PNG files; but its showing error in adb
"could not find pluging to load data"
image is at /mnt/sdcard/osg.png

if i copy libpng.a  in osgViewer.apk; its not getting installed.
can you please tell me how to load plugins ?


> Thanks for the help,
> Bye
> Anurag
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-09 Thread anurag mairal
Hi Jorge,
 I got the issue; application is not able to load data; its plugin problem,
Thanks for the help,
Bye
Anurag
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-08 Thread Jorge Izquierdo Ciges
If you get a blue screen of OSG that it is. There is a menu button (by
clicking the usual menu button you have in your phone/pad) that shows more
options like opening models. It's only a example viewer for reference. It
doesn't have anything more.

2011/8/8 anurag mairal 

> Hi Jorge,
> Yah that error i got when i tried with OpensceneGraph2.9.6;
> with OpensceneGraph3.0.0 i could build osgNativeLib.so file.
> but when i run that application my screen shows just three buttons light
> on/off, navigate and color,
> when i click, it just shows some text, nothing happens when i drag, or try
> to zoom,
> nothing appears on screen.
> is there any documentation how to use that example
> or what result i should expect?
> Thanks again,
> Anurag
>
>
>
>
> On Mon, Aug 8, 2011 at 11:11 AM, anurag mairal wrote:
>
>> Hi Jorge,
>>  I am able to build native library and i am able to run osgAndroidExample.
>> Thanks to you,
>> Bye
>> Anurag
>>
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-08 Thread anurag mairal
Hi Jorge,
Yah that error i got when i tried with OpensceneGraph2.9.6;
with OpensceneGraph3.0.0 i could build osgNativeLib.so file.
but when i run that application my screen shows just three buttons light
on/off, navigate and color,
when i click, it just shows some text, nothing happens when i drag, or try
to zoom,
nothing appears on screen.
is there any documentation how to use that example
or what result i should expect?
Thanks again,
Anurag



On Mon, Aug 8, 2011 at 11:11 AM, anurag mairal  wrote:

> Hi Jorge,
>  I am able to build native library and i am able to run osgAndroidExample.
> Thanks to you,
> Bye
> Anurag
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-08 Thread Jorge Izquierdo Ciges
Hey that's cool. What was the cause of the bad script error you sent me?

2011/8/8 anurag mairal 

> Hi Jorge,
>  I am able to build native library and i am able to run osgAndroidExample.
> Thanks to you,
> Bye
> Anurag
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-07 Thread anurag mairal
Hi Jorge,
 I am able to build native library and i am able to run osgAndroidExample.
Thanks to you,
Bye
Anurag
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-05 Thread Jorge Izquierdo Ciges
Oh good now we are talking the same languaje ^__^ happy!

Ok if you read the exception carefully is obvious where the error comes.

*Caused by: java.lang.UnsatisfiedLinkError: Library osgNativeLib not found*


That means what it means he hasn't found the native part of the application.
Short version. Android aplications can be full or half native. Full native
can only be achieved in 2.3 and3.x. The examples are in half native half
java dalvik code. What you have done is compiling ONLY the java/dalvik part.
You need to compile the Native C part. It's confusing... I know well xD.
Read the documentation for the proper way to deploy a native application (in
Google Io 2011 there's a conference that treat that theme) or just simplify
your life with sequoyah an extension to Eclipse. You will only need to state
that your project has native code, the name of the library and the route to
NDK and he will manage just fine.
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-04 Thread anurag mairal
Hi  All,
Hi Jorge,
I followed your previous suggestions and tried to run this example on
Samsung Galaxy S(Android 2.2) phone.  through adb I found the error,
osgNativelib is throwing exception. I am sending the log, Please help how to
solve this issue.

I/ActivityManager( 1405): Config changed: { scale=1.0 imsi=404/73 loc=en_US
touch=3 keys=1/1/2 nav=1/1 orien=2 layout=34 uiMode=17 seq=64 FlipFont=0}
D/PhoneApp( 1490): updateProximitySensorMode: state = IDLE
D/PhoneApp( 1490): updateProximitySensorMode: lock already released.
I/AudioFlinger( 1287): getNextBuffer() no more data for track 4097 on thread
0x34cb8
I/AudioPolicyManager( 1287): setOutputDevice() setting same device 0 or null
device for output 1
D/PowerManagerService( 1405): onSensorChanged: light value: 212
I/Launcher( 1494): onWindowFocusChanged(false)
I/ActivityManager( 1405): Displayed activity osg.AndroidExample/.osgViewer:
408 ms (total 408 ms)
D/libEGL  (31204): loaded /system/lib/egl/libGLES_
android.so
D/libEGL  (31204): loaded /system/lib/egl/libEGL_POWERVR_SGX530_125.so
D/libEGL  (31204): loaded /system/lib/egl/libGLESv1_CM_POWERVR_SGX530_125.so
D/libEGL  (31204): loaded /system/lib/egl/libGLESv2_POWERVR_SGX530_125.so
W/EGLview (31204): creating OpenGL ES 1 context
W/dalvikvm(31204): Exception Ljava/lang/UnsatisfiedLinkError; thrown during
Losg/AndroidExample/osgNativeLib;.
W/dalvikvm(31204): threadid=8: thread exiting with uncaught exception
(group=0x4001d888)
E/AndroidRuntime(31204): FATAL EXCEPTION: GLThread 9
E/AndroidRuntime(31204): java.lang.ExceptionInInitializerError
E/AndroidRuntime(31204): at osg
.AndroidExample.EGLview$Renderer.onSurfaceChanged(EGLview.java:319)
E/AndroidRuntime(31204): at
android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1325)
E/AndroidRuntime(31204): at
android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1116)
E/AndroidRuntime(31204): Caused by: java.lang.UnsatisfiedLinkError: Library
osgNativeLib not found
E/AndroidRuntime(31204): at
java.lang.Runtime.loadLibrary(Runtime.java:461)
E/AndroidRuntime(31204): at
java.lang.System.loadLibrary(System.java:557)
E/AndroidRuntime(31204): at osg
.AndroidExample.osgNativeLib.(osgNativeLib.java:6)
E/AndroidRuntime(31204): ... 3 more
W/ActivityManager( 1405):   Force finishing activity osg
.AndroidExample/.osgViewer
I/( 1405): dumpmesg > "/data/log/dumpstate_app_error.log"
I/WindowManager( 1405): Setting rotation to 0, animFlags=1
I/ActivityManager( 1405): Config changed: { scale=1.0 imsi=404/73 loc=en_US
touch=3 keys=1/1/2 nav=1/1 orien=1 layout=34 uiMode=17 seq=65 FlipFont=0}
D/PhoneApp( 1490): updateProximitySensorMode: state = IDLE
D/PhoneApp( 1490): updateProximitySensorMode: lock already released.
I/Launcher( 1494): onResume(). mIsNewIntent : false
E/( 1494): onResume() check 2, mRestoring : false
I/Launcher( 1494): onResume() ended
.
Thank you!
Cheers,
Anu
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-07-11 Thread Jorge Izquierdo Ciges
Seriously you are explaining like a book withouth pages. If you want us to
help you, please find the error apropiatedly. I mean the generic error
message of Android is not enough. If you are using Eclipse to send the
program to a REAL device (i hope so) then you can see the LogCat Log. In the
LogCat log (that you can also view in console mode with adb, see Google's
documentation for that
http://developer.android.com/guide/developing/tools/adb.html) Then the
generic error message will throw a exception with names and surnames like
Java. Maybe with that information we can help you some more. But... if you
want me to do a lucky guess I should say that you have only compiled the
java/jni part and not the C++ and probably the error is about not finding
the library.

In any case please remember this works only in devices not android emulator
(i'm sorry if I look like a jerk but I'm very tired with people that ignore
me when I say that you need a physical device)

2011/7/9 anurag mairal 

> hi , thanks for reply,
> in openscenegraph3.0.0 in example for android i could compile eclipse but
> when i m running using avd2.2 or 2.3.3 or 3.0. its getting crashed. i guess
> i m missing some settings for GLES1.1 or GLES2.0
> but not able to know what m i missing?
> plz help
> Anurag
>
>
>
> On Sat, Jul 9, 2011 at 1:28 AM, Jorge Izquierdo Ciges 
> wrote:
>
>> Gles support in the Android emulator is far even of an alpha demo. Blame
>> that on Google. You need a device with android.
>>
>> 2011/7/8 Mourad Boufarguine 
>>
>>> Hi Anurag,
>>>
>>> AFAIK Android emulator does not support OpenGL ES, so the Android osg
>>> examples won't run on it.
>>>
>>> Cheers,
>>> Mourad
>>> Le 8 juil. 2011 17:08, "anurag mairal"  a écrit :
>>>
>>> > Sir I have build osg on android with osg3.0.0
>>> > tried to run example program osgAndroidExampleGLES1 on emulator get
>>> error
>>> > "application stopped unexpectedly, please try again".
>>> > Can you please tell me what may be the problem?
>>> > Thanks,
>>> > Anurag
>>>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-07-08 Thread anurag mairal
hi , thanks for reply,
in openscenegraph3.0.0 in example for android i could compile eclipse but
when i m running using avd2.2 or 2.3.3 or 3.0. its getting crashed. i guess
i m missing some settings for GLES1.1 or GLES2.0
but not able to know what m i missing?
plz help
Anurag


On Sat, Jul 9, 2011 at 1:28 AM, Jorge Izquierdo Ciges wrote:

> Gles support in the Android emulator is far even of an alpha demo. Blame
> that on Google. You need a device with android.
>
> 2011/7/8 Mourad Boufarguine 
>
>> Hi Anurag,
>>
>> AFAIK Android emulator does not support OpenGL ES, so the Android osg
>> examples won't run on it.
>>
>> Cheers,
>> Mourad
>> Le 8 juil. 2011 17:08, "anurag mairal"  a écrit :
>>
>> > Sir I have build osg on android with osg3.0.0
>> > tried to run example program osgAndroidExampleGLES1 on emulator get
>> error
>> > "application stopped unexpectedly, please try again".
>> > Can you please tell me what may be the problem?
>> > Thanks,
>> > Anurag
>>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-07-08 Thread Jorge Izquierdo Ciges
Gles support in the Android emulator is far even of an alpha demo. Blame
that on Google. You need a device with android.

2011/7/8 Mourad Boufarguine 

> Hi Anurag,
>
> AFAIK Android emulator does not support OpenGL ES, so the Android osg
> examples won't run on it.
>
> Cheers,
> Mourad
> Le 8 juil. 2011 17:08, "anurag mairal"  a écrit :
>
> > Sir I have build osg on android with osg3.0.0
> > tried to run example program osgAndroidExampleGLES1 on emulator get error
> > "application stopped unexpectedly, please try again".
> > Can you please tell me what may be the problem?
> > Thanks,
> > Anurag
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-07-08 Thread Mourad Boufarguine
Hi Anurag,

AFAIK Android emulator does not support OpenGL ES, so the Android osg
examples won't run on it.

Cheers,
Mourad
Le 8 juil. 2011 17:08, "anurag mairal"  a écrit :
> Sir I have build osg on android with osg3.0.0
> tried to run example program osgAndroidExampleGLES1 on emulator get error
> "application stopped unexpectedly, please try again".
> Can you please tell me what may be the problem?
> Thanks,
> Anurag
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