As of r5129 in my branch, it should be *considerably *easier for others to
build this. I've updated the Wiki instructions accordingly. Everything is
going through cmake as it should, the shell scripts are out entirely.
On Tue, Feb 21, 2012 at 11:52 PM, Brady Brenot wrote:
> I've noticed that sev
I've noticed that several plugins know a little too much about the UI; the
normal way of creating a plugin button seems to be to dynamic_cast the ui
to a StelGui, grab its button bar, and add a StelButton to it. It's not
going to hurt anything else if I (leave the ability to do this and) add a
new
On Feb 12, 2012 5:37 AM, "Bogdan Marinov" wrote:
>
> On Sun, Feb 12, 2012 at 12:10 AM, Brady Brenot wrote:
> > Most of the issues have been cleared up. It now functions pretty much
just
> > like the desktop version.
> >
> > Remaining issues:
> > - translation still doesn't work (again, Android la
On Sun, Feb 12, 2012 at 12:10 AM, Brady Brenot wrote:
> Most of the issues have been cleared up. It now functions pretty much just
> like the desktop version.
>
> Remaining issues:
> - translation still doesn't work (again, Android lacks native locale
> support; I'm trying to see if necessitas sup
Most of the issues have been cleared up. It now functions pretty much just
like the desktop version.
Remaining issues:
- translation still doesn't work (again, Android lacks native locale
support; I'm trying to see if necessitas supports or will support
translation, since going through Java will b
Fixed that by adding -DQT_PLUGIN in addition to -DQT_STATICPLUGIN for the
GUI plugin.
It runs. Not well; it's slow (10-18 FPS), the fonts gradually corrupt
themselves, and the stars don't seem to render. It does eventually hit the
context assert again after something else changes the context. I'm
I've tracked that one down. Somehow, the current GL Context is changed by
loadingBar.draw();
Called in StellApp.cpp:247
After the context is changed, it refuses to change back, and we eventually
hit that assert.
Commenting the draw() call out gets me all the way to the point where it
asserts ov
Yes, me too. I just commented out that line
On Thu, Feb 9, 2012 at 2:19 PM, Brady Brenot wrote:
> Never mind, I'm hitting the same snag in
>
> Q_ASSERT(StelPainter::glContext==QGLContext::currentContext());
>
>
> On Tue, Feb 7, 2012 at 3:04 PM, Jan Kotek wrote:
>
>> Hi,
>>
>> Just a note:
>
Never mind, I'm hitting the same snag in
Q_ASSERT(StelPainter::glContext==QGLContext::currentContext());
On Tue, Feb 7, 2012 at 3:04 PM, Jan Kotek wrote:
> Hi,
>
> Just a note:
> Google recently opensourced Google Sky Map. It is written in Java.
>
> http://code.google.com/p/stardroid/
>
> Rega
Hi,
Just a note:
Google recently opensourced Google Sky Map. It is written in Java.
http://code.google.com/p/stardroid/
Regards,
Jan Kotek
On Tuesday 07 February 2012 14:28:18 Brady Brenot wrote:
> So, I'm working on getting Stellarium running in Android; from the looks of
> the mailing list
It was actually crashing after that function completed, so I *assume *QDir::
homePath() gives the right path (or, at least one that works) in Android. It
looks like it it's crashing in StelLogger's init. I think I figured out
what I was doing wrong with gdb last night, so I should be able to make
m
Hi Bogdan
I'm currently not working on the porting now. I think the problem you have
met is caused
by StelFileMgr.hpp/cpp. you have to change the usrdir in void
StelFileMgr::init(). On Android
system the folder structure for stellarium should be not the same as on
Linux..
BR
CaoFei
On Wed, F
On Wed, Feb 8, 2012 at 12:28 AM, Brady Brenot wrote:
> So, I'm working on getting Stellarium running in Android; from the looks of
> the mailing list, I'm not completely alone in the endeavour (are you still
> working on it, Cao Fei?). I've got it to the point where it gets into the
> splashscreen
So, I'm working on getting Stellarium running in Android; from the looks of
the mailing list, I'm not completely alone in the endeavour (are you still
working on it, Cao Fei?). I've got it to the point where it gets into the
splashscreen, then crashes. I'm going to debug the thing tonight and figur
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