[osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

Robert Osfield robert.osfield at gmail.com
Wed Nov 25 02:18:12 PST 2009


Hi Thomas,

On Wed, Nov 25, 2009 at 10:06 AM, Thomas Hogarth
<thomas.hogarth at googlemail.com> wrote:
> Bit of an update on the IPhone port of OSG. All major libs are working, bar
> osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
> all working, so I've been able to load an animated, textured ive model :)

Yay!!

No screenshots yet though... any chance :-)

> I'm now working on a basic osgViewer for IPhone, should have something basic
> the next time i get an hour or so.

Excellent, good luck.

> One issue is the executable size. As the ive plugin depends on most of the
> libs I've currently included them all. This give a rough size of 6 MB, ouch.
> Haven't found a way of shrinking it, but that's also as big as it's going to
> get.

You can tweak the compiler options to to compile to minimize size but
I kinda doubt this will help too much.  In the end the .ive plugin's
weakness is that it's not extensible so that it has to include support
for all the OSG NodeKit's and all the Nodes in each of them so it
effectively pulls in most of the OSG.  The .osg plugin is extensible
so you only need to pull in the NodeKits you need.

Hope is on the horizon for the an extensible binary format side of
things - Wang Rui has proposed a new extensible native binary format,
so this may well be able to us to spilt the binary support for each
NodeKit over the range of classes.

It may also be possible for us to selectively disable the build of
classes in the core OSG to help keep size down.  Such a scheme will
complicate the build quite a bit so I much rather avoid this if we
can.

BTW, how much space do you effectively have on the iPhone?  I guess
there is runtime as well as download times to consider.

Robert.


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