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  89. <div id="header">
  90. <a href="../../en/news/index.html">News</a>
  91. <a href="../../en/page/games.html">Games</a>
  92. <a href="../../en/page/about.html">About</a>
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  94. <a href="osg-sample.html">EN</a>
  95. <a href="../../ru/news/osg-sample.html">RU</a>
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  98. <h1>In the news</h1>
  99. <div class="news_item">
  100. <h2 class="news_item_title">
  101. <a href="osg-sample.html">OpenSceneGraph sample</a>
  102. </h2>
  103. <p class="news_item_date">
  104. 2017-05-12 00:00
  105. </p>
  106. <div class="news_item_contents">
  107. <figure>
  108. <img src="../../images/2017-05_osg-sample.png" alt="Rocket in the distance" /><figcaption>Rocket in the distance</figcaption>
  109. </figure>
  110. <p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>
  111. <p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application</a> that would run under Linux, macOS, Windows, and Android.</p>
  112. <p>The application is very basic and has the following features:</p>
  113. <ol type="1">
  114. <li>Render window creation</li>
  115. <li>Model loading</li>
  116. <li>Model rendering with simple GLSL shaders</li>
  117. <li>Model motion with a mouse under Linux, macOS, Windows and a finger under Android</li>
  118. </ol>
  119. <p>Creating the tutorials for Linux, macOS, Windows was so easy and straightforward, that it only took us half a month. We spent the second half of the month creating Android tutorial.</p>
  120. <p>Our <a href="2016-october-recap.html">first successful Android build</a> last year included hacks and non-obvious steps to make OpenSceneGraph run under Android. This time we wanted a cleaner, faster, and cheaper approach.</p>
  121. <p>The approach we ended up with requires just a few files and a few changes to the original Android Studio project (with C++ support) to make sample OpenSceneGraph application run under Android.</p>
  122. <p>Here’s a quick rundown of the files:</p>
  123. <ol type="1">
  124. <li>GLES2 surface</li>
  125. <li>Render activity to render to the surface</li>
  126. <li>Native library Java interface</li>
  127. <li>Native library C++ implementation</li>
  128. <li>CMake file to build native library</li>
  129. <li>Render activity layout</li>
  130. <li>Model to display</li>
  131. </ol>
  132. <p>Here’s a quick rundown of the project changes:</p>
  133. <ol type="1">
  134. <li>Update Android manifest to use GLES2 and render activity</li>
  135. <li>Reference native library’s CMake file in the project’s CMake file</li>
  136. </ol>
  137. <p>OpenSceneGraph documentation suggests building OpenSceneGraph outside Android Studio with CMake. However, this approach has the following limitations:</p>
  138. <ol type="1">
  139. <li>You have to build OpenSceneGraph for each target architecture</li>
  140. <li>You have to manually copy/reference built OpenSceneGraph libraries into Android Studio project</li>
  141. </ol>
  142. <p>Our approach includes building OpenSceneGraph for those target architectures that Android Studio project is built for. Also, OpenSceneGraph is already referenced, so no extra work is required: you just need to rebuild the project, and you’re done.</p>
  143. <p>That’s it for describing the creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>
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