2nd - Script to use a 3rd party directory with basic libraries: libjpeg,libpng,libtiff,giflib,freetype,curl,gdal.
3rd - Change in the GLES library loading for Android. That should make GLES2 work properly.
4rth- Included two defines RGB8_OES and RGBA8_OES as a substitute in GLES for RGB8 and RGBA8
5th - OpenGL and GLSL version identification changed to recognize GLES versions properly
"
I also modified the CMake and pkgconfig files to append the _POSTFIX extenstion based on the CMAKE_BUILD_TYPE.
Additionally I fixed packaging/ld.so.conf.d/openscenegraph.conf.in to add a '/' betweeen the arguments since the CMAKE_INSTALL_PREFIX can't end with a '/'.
"
This feature has been introduced to cmake in 2.8.3, on older versions it should be ignored silently. I tested on Visual Studio 2008 with cmake 2.8.3 and 2.8.4.
See the screenshots for comparison [img]osg_solution.png[/img]
This needs few changes:
activate on global cmakelist.txt:
[code]set_property(GLOBAL PROPERTY USE_FOLDERS On)[/code]
set appropriate folder names for project type in osgMacroUtils.cmake:
[code]SET_TARGET_PROPERTIES(${CORELIB_NAME} PROPERTIES FOLDER "OSG Core")[/code]
similar for examples, applications"
"- 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."
changes from the DirectInput devices and add events to the event
queue. I've tested with the keyboard and joystick supports. Because of
only having a very old 6-button gamepad, I can't do more experiments.
Hope this will bring more ideas to those who face similar problems,
especially simulation game designers. :)
I didn't map all DirectInput key values to GUIEventAdapter key
symbols. Users may add more in the buildKeyMap() function freely. The
mouse handling operations are also ignored, but will be easily
improved in the same way of creating keyboard and joystick devices.
Please add a line:
FIND_PACKAGE(DirectInput)
in the CMakeLists of root directory. And in the examples/CMakeLists.txt:
IF(DIRECTINPUT_FOUND)
ADD_SUBDIRECTORY(osgdirectinput)
ENDIF(DIRECTINPUT_FOUND)
DirectX SDK 2009 is used here, but an older version like DX8 should
also work in my opinion.
"
- CMakeLists.txt
-- don't look for GL when compiling for iOS (device or simulator), look for OGLES instead
-- use architecture i386 for simulator
-- removed iphoneos-version-min for simulator
- examples/osgviewerIPhone/CMakeLists.txt
-- added build dependencies for osgdb_osg, osgdb_freetype, osgdb_imageio
-- added framework QuartzCore link dependency
- src/osgDB/CMakeLists.txt
-- don't link against Carbon on iOS (device or simulator)
- src/osgPlugins/freetype/CMakeLists.txt
-- don't link against OpenGL on iOS device or simulator
- src/osgViewer/CMakeLists.txt
-- link against OpenGLES on iOS (device or simulator)
- src/osgPlugins/imageio/CMakeLists.txt
-- compile ReaderWriterImageIO_IOS.cpp as Objective-C++
"
attached you'll find the second part of the IOS-submission. It contains
* GraphicsWindowIOS, which supports external and "retina" displays,
multisample-buffers (for IOS > 4.0) and multi-touch-events
* an ios-specific implementation of the imageio-plugin
* an iphone-viewer example
* cMake support for creating a xcode-project
* an updated ReadMe-file describing the necessary steps to get a
working xcode-project-file from CMake
Please credit Thomas Hogarth and Stephan Huber for these changes.
This brings the ios-support in line with the git-fork on github. It
needs some more testing and some more love, the cmake-process is still a
little complicated.
You'll need a special version of the freetype lib compiled for IOS,
there's one bundled in the OpenFrameworks-distribution, which can be used."
Notes, from Robert Osfield, modified CMakeLists.txt files so that the IOS specific paths are within IF(APPLE) blocks.
But I also found rev. 11354 (from Wang Rui) added a change in OsgMacroUtils which adresses a similar issue: Wang told the "../../bin" prefix wasn't working. However I think the fix isn't correct because it checks the MSVC version instead of the CMake version. Here is my fix, against latest trunk (root CMakeLists.txt, and CMakeModules/OsgMacroUtils.cmake).
Tests I made:
| Unix Makefiles | MSVC 9 | MSVC 10 x64
---------------------------------------------------
CMake 2.4 | | OK | N/A
CMake 2.6.4 | | OK | N/A
CMake 2.8.0 | | OK | broken support?
CMake 2.8.2 | | OK | OK
"
changed extensions from .c to .cpp and got compiling as C files as part of the osg core library.
Updated and cleaned up the rest of the OSG to use the new internal GLU.
1. Install the .pc file for osgIntrospection only if it is compiled,
instead of unconditionally.
2. New .pc file for osgQt, also created only if that library is actually
compiled.
"
Mathieu Marache, he added the last missing piece to this puzzle.
I think it is safe to commit these changes to trunk, as the traditional
way via dylibs should work as before.
Here's some more info how to get frameworks:
With these modifications it is possible to compile frameworks on OS X,
when you set the Cmake-option OSG_COMPILE_FRAMEWORKS to true. If you
want to embed the frameworks in your app-bundle make sure to set
OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR accordingly.
You'll have to build the install-target of the generated xcode-projects
as this sets the install_name_dirs of the frameworks and plugins."
currently only Debug appends "d" so the Release and MinSizeWithDebInfo
(and MinSizeRel) all produce the same filenames. This set of changes
lets each build type have a cmake defined string appended, defaulting
to Release none, Debug d, RelWithDebInfo rd, MinSizeRel s. But a user
still can have Release, RelWithDebInfo, and MinSizeRel to produce the
same filenames. It does so by setting the preprocessor define
OSG_LIBRARY_POSTFIX in src/osgDB/CMakeLists.txt to one of the
previously defined cmake variables CMAKE_DEBUG_POSTFIX
CMAKE_RELEASE_POSTFIX CMAKE_RELWITHDEBINFO_POSTFIX
CMAKE_MINSIZEREL_POSTFIX. This method cuts down on the #ifdef _DEBUG
#else preprocessor directives in Registry.cpp as the extension is
always passed in OSG_LIBRARY_POSTFIX. That and __MINGW32__ didn't
have the _DEBUG check which looks like a bug."
Introduced the OSG_NOTIFY_DISABLE Cmake variable + include/osg/Config #define to control whether the OpenSceneGraph build
should disable the notification system completely. By setting OSG_NOTIFY_DISABLE to ON in CMake and then rebuilding the
the OSG you can get a slightly smaller (~1%) and more slightly efficient library which can be good for shipping applications,
but with downside of reduced ability to detect runtime problems and their causes.
almost all Linux distributions. Although it is 100% compatible with ld,
by default it gives an error if a library has unresolved symbols at link
time, that is, it has set -Wl,--no-undefined by default. Debian folks
have found that libosg.so and libosgDB.so use some functions belonging
to libdl.so {dlsym,dlopen,dlclose,dlerror} without linking to it.
My changes link those two libraries to libdl.so explicitly in the same
way it is already done for libm.so and librt.so."