Android Port

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Sydney

Postby ellis2323 » Mon Mar 15, 2010 12:39 pm

thx for the video.
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Postby ghd214 » Wed Mar 31, 2010 8:17 am

hi,

I am download irrlichtandroid project, then copy to android-ndk-1.6_r1/apps.

first "make APP=irrlicht" , successful.

but later I am changed file activity-android.cpp and app-android.cpp,

"make APP=irrlicht " have error, like that


Android NDK: Building for application 'irrlicht'
Compile++ arm : irrlicht <= apps/irrlicht/project/jni/COGLESDriver.cpp
In file included from apps/irrlicht/project/jni/COGLESDriver.h:33,
from apps/irrlicht/project/jni/COGLESDriver.cpp:5:
apps/irrlicht/project/jni/importgl.h:34:21: warning: GLES/gl.h: No such file or directory
apps/irrlicht/project/jni/importgl.h:35:24: warning: GLES/glext.h: No such file or directory
In file included from apps/irrlicht/project/jni/COGLESDriver.h:41,
from apps/irrlicht/project/jni/COGLESDriver.cpp:5:
apps/irrlicht/project/jni/COGLESExtensionHandler.h:136: error: 'GLfloat' does not name a type
apps/irrlicht/project/jni/COGLESExtensionHandler.h:138: error: 'GLfloat'
......
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Postby pera » Wed Mar 31, 2010 10:59 am

you need that GLES folder
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Postby ghd214 » Thu Apr 01, 2010 5:44 am

thanks.

where I can get that?

Can you email to me ?

ghd.214@hotmail.com
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Postby ghd214 » Thu Apr 01, 2010 7:13 am

I make it !

thanks!
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Postby YanivP » Thu Apr 01, 2010 10:18 am

Hi,
I'm new to this forum (and to Irrlictht) but I'm very interested in your Android port. I'm planning to use it for a game that I'm currently designing.

I managed to compile everything from the master repository on gitorious. Slytron's instructions were very helpful!

One thing that I'm currently not sure about is that whenever I run the app on the emulator it simply closes after a few seconds. Is it currently supposed to do anything? (the one currently on "master" without modifications). I'm still in the "getting it working as it is" stage.
The "san-angeles" demo from the NDK works fine so it looks like I got the NDK working.

Any input? :)

Thanks!
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Postby pera » Thu Apr 01, 2010 11:47 am

haven't tried it on emulator yet, but it should not close.
There are three examples, sydney-heloworld, quake2 map, and i forgot what is third. you need 3d models on sdcard or in asset folder.

have you tried running it on device?
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Postby YanivP » Thu Apr 01, 2010 12:21 pm

I was able to run the quake demo apk. But I want to be able to compile that myself.

Hmm... Where are the example sources?
All I see is IrrlichtGLView.java, IrrlichtTest.java, Utils.java (other than the CPP sources which were compiled under the NDK)

Am I missed something?

(I don't own an android device yet :( )
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Postby YanivP » Sat Apr 03, 2010 3:03 pm

I'm still trying to work out what's going on in the source.
I managed to successfully run Irrlicht-debug.apk and Irrlicht-Quake3.apk that I downloaded from http://www.scigems.org/downloads/ . So at least I know the emulator can run Irrlicht and that I got the files on the SD card right.

After reading some docs related to JNI I started to realize how this port is structured, however I still could not make it run :( It simply quits right after runtime without even a warning/exception. Just exists "normally".

This is the log from eclipse.. doesn't show anything abnormal.
[2010-04-03 18:00:55 - IrrlichtTest] ------------------------------
[2010-04-03 18:00:55 - IrrlichtTest] Android Launch!
[2010-04-03 18:00:55 - IrrlichtTest] adb is running normally.
[2010-04-03 18:00:55 - IrrlichtTest] Performing com.ellismarkov.irrlicht.IrrlichtTest activity launch
[2010-04-03 18:00:55 - IrrlichtTest] Automatic Target Mode: using existing emulator 'emulator-5554' running compatible AVD 'TestQVGA'
[2010-04-03 18:00:55 - IrrlichtTest] Uploading IrrlichtTest.apk onto device 'emulator-5554'
[2010-04-03 18:00:57 - IrrlichtTest] Installing IrrlichtTest.apk...
[2010-04-03 18:01:05 - IrrlichtTest] Success!
[2010-04-03 18:01:05 - IrrlichtTest] Starting activity com.ellismarkov.irrlicht.IrrlichtTest on device
[2010-04-03 18:01:09 - IrrlichtTest] ActivityManager: Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] cmp=com.ellismarkov.irrlicht/.IrrlichtTest }
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Postby YanivP » Sat Apr 03, 2010 3:57 pm

Eureka!
After reading the "adb logcat" output (very useful tool!) I finally realized what was going on. The source was looking for the assets in /sdcard/Irrlicht/*.* instead of the sample APK /sdcard/*.* ... So the failure to load mesh caused the engine to crash.

So irrlicht is running on my emulator! Very cool!


Image
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Postby murlo » Sat Apr 03, 2010 5:48 pm

YanivP wrote:Hmm... Where are the example sources?



I have the same question. Did the author include it or it available only as precompiled?

ellis2323 thank you for port
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Postby YanivP » Sun Apr 04, 2010 12:42 am

Murlo the examples can be found in app-android.cpp
On the bottom of the file just uncomment the demo you want to activate accordingly.

Code: Select all
void nativeDrawIteration()
{
    //nativeDrawIterationSydney();
    //nativeDrawIterationQuake();
    //nativeDrawIterationIrr();
}
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Postby YanivP » Sun Apr 04, 2010 2:59 pm

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Irrlicht Port on Android

Postby ellis2323 » Mon Apr 05, 2010 5:15 pm

Some informations about Irrlicht on Android:
- on G1, slow FPS with large textures (>512)
- on G1, lighting isn't working (only // spot are supported)
- on Droid/Milestone, lighting is working
- Material type EMT_ONETEXTURE_BLEND isn't working. EMT_SOLID, EMT_TRANSPARENT_ALPHA_CHANNEL, EMT_TRANSPARENT_ALPHA_CHANNEL_REF are fully functional
- Quads, Polygons and points aren't supported
- Emulator 2.1 can draw but many OpenGL ES functions aren't implemented. So warning...
- Quake3 Level run at 30fps (Droid) with free Camera but with FPS Camera (Physics) framerate drops to 8fps... FPU seems to be very slow on these CPUs.
- Irr loader, SkyBox and SkyDome are working

JNI can be used in two ways:
- Java call native functions
- C call Java functions
=> But warning, GL drawing isn't done in the UI Thread.

I have fixed EMT_ONETEXTURE_BLEND and will publish fixes as soon as possible.
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Postby YanivP » Mon Apr 05, 2010 6:06 pm

ellis do you think this could be used for simple low texture scenes (for example, 10 or so boxes floating in mid air)? Or will that be too slow?
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