Native Android port

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Re: Native Android port

Postby Nadro » Sat May 25, 2013 10:39 pm

I think that we should do the same trick as in iOS enviro - set working directory path inside a package. Anyway I'm not sure if it's possible in Android, but thanks for a report, we have to find some solution for this problem.
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Re: Native Android port

Postby Darktib » Sun May 26, 2013 5:20 pm

Also, included shaders are not taking lights in account for the moment... If I have time (not sure), maybe I will implement lighting in it.
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Re: Native Android port

Postby Nadro » Sun May 26, 2013 6:00 pm

Yep, built-in shaders require improvments (eg. remove discard, lighting, fog). Currently I'm working on compressed textures support for mobile platforms via PVR (version 3). PVRTC, PVRTC2, ETC1 and ETC2 formats are supported in the latest ogl-es branch, anyway code is untested (only ETC2 was tested on Radeon based platform via ARB_ES3_compatibility extension), thats why some formats may be not work properly yet. I'll do some tests today or tomorrow.
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Re: Native Android port

Postby Agent_X » Wed Dec 04, 2013 10:50 pm

At the risk of regurgitating old questions, is there a tutorial out there for getting Irrlicht working on an Android device? On a side note I played around with using CopperCube to compile the APK from a scene (which, btw, is pretty awesome!) I have previously created two simple Android apps for work using Netbeans and NBAndroid, but I have very little desire to delve into the NDK and/or JNI. For Irrlicht I've always used Code::Blocks and GCC (and MinGW) but I'm open to using Eclipse or something else. I've also noticed the work being done by the Irrlicht team on OpenGL ES support. I'm guessing there's a near-future plan to "officially" add support for the Android platform.
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Re: Native Android port

Postby ent1ty » Thu Dec 05, 2013 9:22 am

yes, opengl-es is the branch you wanna be using on android. there's an example 17 i think to help you get started
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Re: Native Android port

Postby Nadro » Thu Dec 05, 2013 12:38 pm

You can also check how to run Irrlicht on Android in log for rev 4528:
- Added Android HelloWorld example. You must do following steps to run it:
1. Assign your Android SDK path to ANDROID_HOME environment variable.
2. Add Android SDK (ANDROID_HOME) and Android NDK to your PATH environment variable.
3. Go to: source->Irrlicht->Android and call "ndk-build" or "ndk-build NDEBUG=1"
4. Go to: examples->17.HelloWorld_Mobile and call "ndk-build" or "ndk-build NDEBUG=1"
5. Call "ant debug" to create package
6. Connect device to PC (with USB debugging mode ON) or turn on emulator.
7. Call "adb -d install bin/HelloWorldMobile-debug.apk" (if you use emulator please add "-e" parameter instead of "-d") to install package on your device/emulator.
8. That's all! Now you can run example.
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Re: Native Android port

Postby Agent_X » Thu Dec 05, 2013 7:18 pm

@ entity: I guess I should have rambled less and explained more. I was specifically looking for a "How to compile an Android app using Irrlicht and Compiler X" type of tutorial.

@ nadro: That's what I was looking for! Thanks. I guess I should spend less time in the API and more time in the repository logs :lol:
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Re: Native Android port

Postby hybrid » Fri Dec 06, 2013 10:21 am

I guess that this documentation would be better placed in some readme and in the Wiki instead ^^
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Re: Native Android port

Postby CuteAlien » Fri Dec 06, 2013 1:06 pm

We could put it in the example itself.
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Re: Native Android port

Postby ent1ty » Fri Dec 06, 2013 3:00 pm

While you're at it, somebody should completely rewrite the example as it's the worst Irrlicht example as far as readability and "exampleness" are concerned right now.

Subjective opinion? See for yourself: http://sourceforge.net/p/irrlicht/code/HEAD/tree/branches/ogl-es/examples/17.HelloWorld_Mobile/main.cpp

To call a file with 673 lines an example is a crime against the English language.
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Re: Native Android port

Postby CuteAlien » Fri Dec 06, 2013 4:41 pm

Hm, might be better to make that 3 examples (old windows phone which no-one uses anymore, iphone example and android example). Lot's of defines otherwise.
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Re: Native Android port

Postby Nadro » Fri Dec 06, 2013 5:54 pm

I think that we should drop from this example content related to custom scene node and terrain. This operation will decrease count of lines a lot.

What about this tutorial in sdk? I think that readme.txt in bin/Android folder is good place for it (it will be similar to linux and osx). Anyway main readme.txt isn't bad place too.

I though about update wiki sections related to compile irr on OSX, iOS and Android. I'll do it, when I'll find some free time. Currently I'm busy with other task related to irr.
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Re: Native Android port

Postby CuteAlien » Fri Dec 06, 2013 6:48 pm

Yeah, probably a good idea. I'll take a look at that branch also soon (within next weeks).
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Re: Native Android port

Postby CuteAlien » Wed Jan 08, 2014 11:43 am

Example got cleaned up and it's own folder. So it's example 27 from now on. Might be reworked some more in the future as soon as I understand the stuff.
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Re: Native Android port

Postby sohamdutta13 » Wed Feb 19, 2014 5:04 am

Hi have you managed to run the irrrlicht engine without the native activity. i already have a glsurface that i am drawing on and i would like to draw the 3d model on that surface with irrlicht. the problem is that when i draw the 3d model the background becomes black. Also i am trying to accomplish this using gles 2
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