"- In order to build against GLES1 we execute:
$ mkdir build_android_gles1
$ cd build_android_gles1
$ cmake .. -DOSG_BUILD_PLATFORM_ANDROID=ON -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DANDROID_NDK=<path_to_android_ndk>/
-DOSG_GLES1_AVAILABLE=ON -DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DJ=2
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF
$ make
If all is correct you will have and static OSG inside:
build_android_gles1/bin/ndk/local/armeabi.
- GLES2 is not tested/proved, but I think it could be possible build
it with the correct cmake flags.
- The flag -DJ=2 is used to pass to the ndk-build the number of
processors to speed up the building.
- make install is not yet supported."
SETUP_EXE, in order to have a unique entry point to build the
libraries. With this changes the android integration will be less
painful (currently is a big IF(ANDROID) for each CMakeLists.txt) and
more maintainable in the future. I hope next submissions will be for
supporting android from my colleague Jorge.
"
and --image filename, --wall-image filename, --back-image filename options to set the textures used, note, texcoords are not currently set up so texels used will be 0,0.
/** Convenience method for setting up multiple slave cameras that depth partition the specified camera.*/
bool setUpDepthPartitionForCamera(osg::Camera* cameraToPartition, DepthPartitionSettings* dps=0);
/** Convenience method for setting up multiple slave cameras that depth partition each of the view's active cameras.*/
bool setUpDepthPartition(DepthPartitionSettings* dsp=0);
- contributor
- author
- authoring_tool
- comments
- copyright
- source_data
- created
- keywords
- modified
- revision
- subject
- title
- unit
- name
- meter
- up_axis
With this support, users are able to include additional information in their models. Additionally, tools such as sketchup that support asset tags use the values appropriately within their imported models."
1. daeRGeometry.cpp (rev 12132). A tiny sumbission which fixes a quite important bug: a parameter was forgotten in Collada ReaderWriter, and texture coordinates could not be loaded properly. So:
"
Added missing paramter when calling createGeometryData(). Fixes missing texture coordinates (in "bind_vertex_input").
"
2. ReaderWriterDAE.cpp (rev 12132):
"
Added "baseImageDir" as a plugin string data, in order to manually specify base directory to use when relativising image file names. This is used to properly write files, when images are not located in a subdirectory (like "../images" for some software).
"
The reason is that the .osgt text files do not provide size information about the contained binary shader hence leading to a bad allocation when reading the shader data, probably size 0 ? The reader method in the responsible serializer class (serializers/osg/BinaryShader) is correct and does not need to be changed as it queries the size as expected. The writer method supports two paths(binary output .osgb and text output .osgt/.osgx). Only the text path is affected as the binary path writes the size.
I extended the writer in the text path by the size information. The results before and after the fix are shown below:
Erroneous code for binary shader in osgt file before fix:
Data {
0a
0d
0
...
}
Corrected code for binary shader in osgt file after fix:
Data 524 {
0a
0d
0
...
}
After my fix the the thrown error disappeared."
I included binary shaders into an osgt model file. These shaders only consists of the binary shader code, I did not supply the text version additionally. When loading the model the osg::Optimizer threw away all shaders except the first one. In the current trunk version of the file two shader objects are identical despite differing _shaderBinary members as the compare method of the Shader class does not include the comparison of that member.
The fix in this submission adds the check for identity of the referenced binary shaders to the shader class.
When comparing two shader objects with text source shaders the new lines of comparison are not even executed as the comparison returns false in the previous lines when the text shaders differ.
With this fix I get expected behavior, the Optimizer handles the different shaders correctly."