Hi all, my 2 cents for the name.
It is a little bit sad to lose the Open part of the name, why not go for
Open Vulkan Scene Graph or Open Scene Graph: Vulkan
(The second works better as a serialized book title :P )
They are a little more clear that we are not stepping on the Kronos IP name
No, we are working internally on this one until is completed. It's a major
overhaul to compilation in Android.
The undefined error will be, probably, for the stl library because in
certain versions of the NDK you need to link specifically against the
libgnu_stl not only wait the ndk to do it for
Android has a serie of troubles:
1rst every library has to begin with lib if has to be included in the APK
2nd every library has to be loaded at the first try or will never be loaded
until you close your application
3rd If your library needs a dependence he will not load it even if its on
the
The message its pretty clear:
couldn't load osgNativeLib: findLibrary returned null
Probably the library has not been copied. This usually happens when
compiling armeabi-v7 and the device doesn't support it.It is also possible
that the apk was generated without the .so open the apk first to
Osg in Android is not emulator-friendly... and the EGL libraries seem from
emulator instead of a proper device.
2013/7/8 John Moore kahar...@gmail.com
Hi Adun (),
I have done as you said. There was no libgnustl_static.a in the
$(OSG_ANDROID_DIR)/obj/local/armeabi-v7a folder, so I copied it
= 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
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
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
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
, 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
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
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
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
- 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
, 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
For your sanity don't use r8e yet there have been complaints about some
toolchains broken. Check with r8d.
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every static compilation.
2013/3/14 Jorge Izquierdo Ciges jori...@gmail.com
The crash log is random and the last call depends on compilation. The
error is a sigsegv when loading the library. I think i've pinpointed the
error as a static initialzation. When i'm sure i'll write the conclussions
Revision 13218 introduced a Bug that breaks Android execution (not
compilation), Still, OSG 3.1.3 works.
2013/2/13 Jordi Torres jtorresfa...@gmail.com
Hi Nathan,
Could you say if you can compile the trunk version after a svn update?
Thanks!
2013/2/6 Robert Osfield
, Jorge Izquierdo Ciges jori...@gmail.com escribió:
I think we have missed a bug along the way. Yesterday a was checking the
original examples and have gone totally awry crashing when Android is
loading the library itself. This happens with all versions from r8a to r8d
with the current thrunk
I think we have missed a bug along the way. Yesterday a was checking the
original examples and have gone totally awry crashing when Android is
loading the library itself. This happens with all versions from r8a to r8d
with the current thrunk. 3.0.1 instead it's still usable. Also, the latests
Because the shared linker at execution time in Android works as hell on a
bench. It just doesn't call the dependencies of a library... and also your
shared libraries are not installed on the system... etc
The system is just not friendly to use shared libraries.
Can OSG be used as a shared
OSG core works from the box what doesn't work from the box is osgText and
other things that require the user to include his own shader to make work
things. I have code that replaces the estandard stats handler with one 100%
compatible with GLES 2.0 BUT it's not something that we can include in OSG
osg Text is really easy to make it work with ogl, you have to use a shaders
that is inherited by the osgText node that can read from texture and that's
pretty much all. The other errors... well openGL extension is not supported
will be probably because it needs some qualifier that it's not
If you are trying to load the original earth_bayarea withouth modifications
then, probably, you will never see a thing because it uses a DXT texture
compression which is not supported in GLES.
Have a nice day.
2012/12/6 Tisham Dhar tisham.d...@aerometrex.com.au
Hi All,
I have the GLES1
I think Matthias is totally right. Android NDK toolchain doesn't use strip
when generating static libraries (it's not safe for all the cases). Usually
when you are compiling the final dylib that is loaded through Java the
toolchan uses stripping to reduze the size. but i think that it is only
used
Jan - if you have set your own compile configuration you didn't include
that step.
Which means if you bypass the ndk-build scripts and use directly the gcc
you, yourself. :P
2012/11/22 Jan Ciger jan.ci...@gmail.com
e are *always* stripped, no matter what you do. Even when you are
compiling
Truth is that it is more or less that way. Still your dylib seems a little
bit huge to me, my usual examples and code with OSG stay in a 12-15-17 mark
depending on plugins and 3rd party... 170 i think is too much... The static
with 1Gb that's unavoidable and the reason why my pc is suffering a lot
Yes, it is possible, as I wrote in the docs you only have to modify the
functionality. That functionality was not included in the example because
there were more pending issues.
2012/10/29 Bernd Kampl bernd.ka...@gmail.com
My question is: is there a way to not need to reinitialize the viewer
If you did exactly as it was the original example then it's the normal
behaviour... because the viewer is reinitialized every time (it's stated in
the docs), if not... I'm not a seer that knows what have you done in the
code.
2012/10/24 Bernd Kampl bernd.ka...@gmail.com
m working on an Android
Same as everytime... each time I read Cigwin my insane side compels me to
rage and shout: witchcraft!!!
Anyway has been stated repeatedly in the mail list/forum... Cygwin has
trouble with paths. Previous versions of Cigwin/NDK/Cmake didn't create any
trouble, sincerely i don't know who of them
It could be possible that the gnustl_static was included in the wrong
order, it has happened a few times (depending NDK/Linux version) to me.
2012/10/7 Eduardo Poyart poy...@gmail.com
Finally, I was able to build by using the shared runtime
(libgnustl_shared). I could not make it work with
Maybe would be easier to do a client-server approach to give orders to the
renderer (server) and that the client program would hear the terminal
orders.
2012/9/25 Jason Daly jd...@ist.ucf.edu
On 09/25/2012 12:04 PM, Christoffer Pettersson wrote:
hmm ok. I tried the code on another computer
I can't recommend none of them, it's a specific case that wasn't in the
things to do list. If there is already a version ported or prepared to be
used in Android then maybe just for the sake of your own sanity I would
test it. If it works cool, if not... well look into other possibilities. In
the
optimal decisions and would be cool to know that teorical is
works xD
Happy weekend!.
2012/9/21 Jan Ciger jan.ci...@gmail.com
On Fri, Sep 21, 2012 at 9:35 AM, Jorge Izquierdo Ciges
jori...@gmail.comwrote:
I can't recommend none of them, it's a specific case that wasn't in the
things to do
Oren, truth to be told, your end users don't need to use the osgt/osgb/ive
formats. The plugin format has a very wide arrange of other more
friendly/lighter models. And in my experience you don't need to link all
the plugins statically as in the examples i've tested and it's possible to
deploy an
Probably is a compressed texture... in any way, there are some states that
are not correctly addressed for OpenGL ES and need to be fixed.
2012/7/7 Massimo Tarantini subbi...@yahoo.it
i have compiled OSG and VPB for Android, and i'm using Necessitas on an
Archos 80G9. All the stuff works
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
There is a Multitouch trackball, but is not used in Android example.
2012/6/26 Christian Buchner christian.buch...@gmail.com
I've been thinking about this problem as well, as there is currently
no generic multi touch capable
camera manipulator. In my application I would need something like
Yes, we already reported the same bug. We are waiting for Robert to decide
what's best because that code was changed to fix another bug when OSG was
closing. For now i'm working with the trunk and changin those two variables
as they were in previous versions because the bug at exit doesn't happen
Yup i assume you'll have some errors if they have to load resources from
plugins that are not activated or if the load uses some states that are not
well supported with OSG working in GLES.
Good Luck.
2012/5/20 Bernd Kampl bernd.ka...@gmail.com
Hi,
I just wanted to let you know that your
Well the compiler usually says what he founds... and what didn't found if
he can't find it it's because it wasn't compiled. If you follow the recipy
letter to letter then you have used this option -
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF
ply plugin requires CPP exceptions. So... no ply plugin
BUT...
Congrats ^^ I'll check it soon.
2012/5/17 Thomas Hogarth thomas.hoga...@gmail.com
Hi All
A game I developed originally on iOS for AppToyz has now been successfully
ported to Android and is available on GooglePlay
Ou Yang, the latest test we did show that cmake-gui make some errors with
the creation of Android scripts. Maybe that has changed but it's not a
priority when you have the command line to do so. Compiling OSG for Android
in Windows it's possible and there are some posts in the mail list/forum
The emulator, at least in Ubuntu, isn't reliable enough to execute OpenGL
ES code. OSG doesn't work in emulated devices. I've not checked in windows.
2012/5/4 Akilan Thangamani akilan.thangam...@gmail.com
compiled osg3.0.1 for android for GLES1. I seleceted avd of Android2.2
with API level of
Well there was also a menu key and a option to load model files...
2012/4/30 James Lue j...@ucsd.edu
osg::Geometry geometry=new osg::Geometry;
geometry-setVertexArray(vertices);
osg::ref_ptrosg::DrawArray array=new
osg::DrawArrayGL_TRIANGLES,0,number_of_vertices;
It can be two things...
A) You need the jpg plugin (which is not by default)
B) You've written wrong the address to the file
2012/4/30 James Lue j...@ucsd.edu
Hi,
I want to load an image as my texture image in Android.
I just tried to load a jpg image from sdcard by OSG, but it always fails.
I think i prefer my comfortable chair, good luck.
2012/4/28 Martin Naylor martinnay...@virginmedia.com
Aye Robert, Good luck .
I would collapse on the first hill J
** **
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On
You have a menu key...
God, people nowadays lack a good child's curiosity
2012/4/21 James Lue j...@ucsd.edu
y to do something similar but simpler to the osgAndroidExampleES1. Right
now I can show the blue screen, but no geometry is rendered ( I use
OpenGLES1.x). My root node does have
Gles2 it goes all with shaders so if you don't rely on the default OSG
shaders, use your own, set uniforms as you like, etc it's pretty much
usable. There are still some glitches here and there that will be checked
when i can make a decent configuration to debug in Android.
2012/4/25 Maurizio
Maybe it's some kind of error in the light commands executated by OSG for
GLES1. Still maybe you'll need to use the Notify to obtain errors through
LogCat and that way maybe we can find the source of trouble.
Good Luck
2012/4/24 Maurizio Lodo maurimaur...@msn.com
These models display perfectly
Not at all, you just need a system with Cmake in command line and a NDK
package compatible (There are only for windows, mac and Linux). And yes
there are people working with Osg for Android in Windows, Mac and Linux.
Linux and Mac are just more straightforward to work. If you search the
forum
On Fri, Apr 13, 2012 at 1:47 AM, Jorge Izquierdo Ciges
jori...@gmail.comwrote:
Pretty much the same, there are some command line tools in the ndk
addr2line and the like to delve and know why the hell it's happening. There
is a book about ndk with a chapter about the topic
Look for previous Java exceptions, maybe you'll get more info. From the
trace signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0004 I
think that could be some linking that hasn't been satisfied and somewhere
the pc goes to that address (I used to have those on the firsts days with
gles2
and others when trying to use certain
floating-point functions (e.g., cosf, sinf,expf).
Maybe it's a long shot, but it's worth a try.
2012/4/12 Jorge Izquierdo Ciges jori...@gmail.com
Look for previous Java exceptions, maybe you'll get more info. From the
trace signal 11 (SIGSEGV), code 1
Pretty much the same, there are some command line tools in the ndk
addr2line and the like to delve and know why the hell it's happening. There
is a book about ndk with a chapter about the topic and there are some
tutorials here and there. Now i'm hitting my head with a wall of bricks
with QCAR and
Just to raise the flag, the last changeset doesn't seems to be GLES friendly
/home/jizquierdo/dynamicOsg/include/osg/Uniform:416: error: 'GL_SAMPLER_1D'
was not declared in this scope
/home/jizquierdo/dynamicOsg/include/osg/Uniform:418: error: 'GL_SAMPLER_3D'
was not declared in this scope
GLSL shaders in OpenGL ES 2.0 need precision qualification values.
2012/3/27 Mike Wozniewski m...@mikewoz.com
Okay another update:
I managed to successfully build OSG using Jordi's cmake toolchain. I still
needed to do another few things:
- build my own universal freetype library for iOS
I don't recommend to install them to the default directories, you'll
rewrite any OSG installation that you already had. It's better to use the
-DCMAKE_INSTALL_PREFIX to set a installation directorie of your own that
doesn't overwrite your system default OSG.
2012/3/16 Bernd Kampl
! One more thing don't compile with NDK r7 it has a bug use r7b. It was
commented by another user. STL linking was not going well and it was needed
to respecify it.
2012/3/14 Bernd Kampl bernd.ka...@gmail.com
Jorge Izquierdo Ciges wrote:
First, there is a good page in the wiki page with Cmake
Be N00b my friend! :P
Let my guess for you
This is GLES2 so you need Shaders, if you don't add a Shader then you will
see nothing. Usually in OSG the scene graph adds a Shader for you but that
standard shaders don't work well with GLES2, it's easier to use your own
shaders
To Load textures you
Giulio, there has been some changes in the handling of textures/projective
textures. Cow it's usually a model that gave me errors because of that.
Just try simple models withouth textures first and learn step by step.
2012/2/18 Giulio Pierucci giulio.pierucc...@gmail.com
Hi all!
I'm a noob,
NDK r7 has a strange bug with the order of linking std libraries just add
-lgnustl_static at the end and it will be solved.
2012/2/7 Kyle Gancarz tomma...@gmail.com
problem solved, now on to fixing linking issues with the example code!
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Try to disable from the makefiles the Neon extensions. My device is broken
so i didn't have any time lately to check the changes with the new NDK-7
2012/1/21 Maurizio Lodo maurimaur...@msn.com
Samsung
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Please state your country to call the police.
It's a joke xD for what do you need help?
2011/9/28 liu_junli liu_ju...@yeah.net
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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 sti...@sticki.de
Jorge Izquierdo Ciges wrote:
Neon extensions maybe don't make so much acceleration with devices but v7
makes some
Quoting the wiki page:
If you don't know how to set GLES1/2 please read
OpenGL-EShttp://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES
in
OSG wiki.
Aditionally I seriosly suggest that you should read the GLES 2 spec document
in Kronos ARB
2011/9/13 Mourad Boufarguine
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
Seriously READ the documentation:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android
Particularities of OSG in
Androidhttp://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android#ParticularitiesofOSGinAndroid
There are some particularities that
You also need to link libtiff previosly It's in the third party package,
I'll update the wiki today if it is up. The link is one of the board
messages.
2011/9/12 anurag mairal mairal2...@gmail.com
hi Jorge,
I got error while building nativelib in osgAndroidExampleGLES1.trying to
link tiff
The link is in the Wiki, please note that the 3rd party is compiled only for
armeabi v5 and v7 WITH Neon extensions. Otherwise you won't be able to use
them.
2011/9/12 Jorge Izquierdo Ciges jori...@gmail.com
You also need to link libtiff previosly It's in the third party package,
I'll update
I suppose that you defined a directory to install in the Cmake chain not?
Because if not it will install them in your system which it's not advisable,
because you compile for Android no to be used by your OS.
In any way the make install only copies to the directory you set in the
Cmake chain the
That's the idea.
2011/8/27 Luca Vezzadini luca.vezzad...@gmail.com
Looking at the code I seem to understand that statistics use only the fixed
pipeline. At least this is what I see in osgViewer\StatsHandler.cpp in
setUpScene(). If that is true, then the first step is to change that
behavior
a default
precission mode. OSG makes that shaders GLSL compilant BUT Gles 2.0 states
that they ALSO need a precission value thus not exactly conformant to GLSL.
2011/8/26 Luca Vezzadini luca.vezzad...@gmail.com
Jorge Izquierdo Ciges wrote:
Another issue is missing statistics, probably HUD shader
I don't know how if the wiki is down.
2011/8/25 Chris 'Xenon' Hanson xe...@alphapixel.com
Spammers seem to have found the wiki:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
--
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
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
/23 Jorge Izquierdo Ciges jori...@gmail.com
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
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
to platform 5. I doubt it can be so simple but i've seen weirder
things in Android.
2011/8/19 Jorge Izquierdo Ciges jori...@gmail.com
Ok I'll check if those warnings come in the r6 in my Linux.
2011/8/19 Luca Vezzadini luca.vezzad...@gmail.com
I'm on NDK r6, the latest one.
Luca
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 luca.vezzad...@gmail.com
Hi Jorge,
Actually I did already
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 luca.vezzad...@gmail.com
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
Never used that model ^^ Good Luck
2011/8/22 Su Gang xugan...@163.com
Yes, the blue background appears when I run the application on a phone
ZTE-T U880. I think I have made it. Thanks!
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What's your Ndk version? There are people that claim that those warnings
weren't before.
2011/8/19 Luca Vezzadini luca.vezzad...@gmail.com
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
Ok I'll check if those warnings come in the r6 in my Linux.
2011/8/19 Luca Vezzadini luca.vezzad...@gmail.com
I'm on NDK r6, the latest one.
Luca
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Yup that was what I was going to say xD
2011/8/19 Luca Vezzadini luca.vezzad...@gmail.com
the file had a .c extension so the compiler was not trying to treat it as
C++ code... Renamed it to main.cpp and now works fine :)
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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 riccardo.co...@kairos3d.it
One more info is that I've tried to build
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
...@gmail.com
Jorge Izquierdo Ciges wrote:
... About the other things probably is just that you didn't do a make
install to create a directory with all the includes etc
Hi,
I also have some issues with the example, basically the same as Riccardo. I
did run the make install on my OSG build
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 jori...@gmail.comwrote:
That's one hell of a error. ¡He doesn't reach the initOsgWindow function
Wang, I've been thinking the same thing for a week but I've been working on
my final year project (I think that's how is called in english) and i've put
it in the pile of things to look. Theoretically there's a new official
version of Android that can run in x86 and should run in VMware and
(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:
Mmmm look the Android make file inside the GLES example and change type
your directory here into your path to OSG
2011/8/11 Mourad Boufarguine mourad.boufargu...@gmail.com
ed with my binaries folder path and it worked.
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I don't have very much idea what can happen with 3.X it would be needed to
see in detail the Logcat to find what's happening. 2.3 and 3.X have the same
base in common so it shouldn't be anything big. About the other things
probably is just that you didn't do a make install to create a directory
YAOUCH! I missed that! xD you are damn right.
2011/8/10 Mourad Boufarguine mourad.boufargu...@gmail.com
Hi Hector,
2011/8/10 Héctor Martínez hector.marti...@sensetrix.com
Thank you for the response. I am having some problems with the MINGW/MSYS
make. Here is the problem:
You have to
Google is reminding me that it's not a good hour to answer question... In
any way... we have a very cool page in the wiki for Android that explains
pretty much every mistake you've done.
First NO emulator. OSG only works in real devices because the emulator
doesn't have a good GLES support. It
Hey that's cool. What was the cause of the bad script error you sent me?
2011/8/8 anurag mairal mairal2...@gmail.com
Hi Jorge,
I am able to build native library and i am able to run osgAndroidExample.
Thanks to you,
Bye
Anurag
___
osg-users
Try cleaning Cmake configure of the osg directory first. And don't use a
graphical Cmake bad shit happens sometimes. In wiki there is a comand line
cmake example.
El 8 de agosto de 2011 07:55, Héctor Martínez hector.marti...@sensetrix.com
escribió:
and clicking the Configure button, a huge
There's no trouble in that. Android binaries are platform independant (they
are from Android) and I suppose following the google instructions shouldn't
give much trouble to anyone. I didn't like MinGW so I sticked with Linux.
I'll try to find the 3rd party package link and submit it when I can...
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 mairal2...@gmail.com
Hi
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.
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