Milkdrop 2 visualization
#16
It looks like ProjectM has an Android build now, If anyone can guide me to build instructions for xbmc android, I'm willing to waste some time plugging at this.
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#17
(2013-12-16, 19:05)randprint Wrote: It looks like ProjectM has an Android build now, If anyone can guide me to build instructions for xbmc android, I'm willing to waste some time plugging at this.
Great to hear! Would be nice to see it upgraded to ProjecM 2.1 / 2.1.0 or later version on all other OpenGL and OpenGL ES platforms as well.

Anyway, these two forum threads should hopefully be able answer your questions

http://forum.xbmc.org/showthread.php?tid=180078
http://forum.xbmc.org/showthread.php?tid=177292
(2013-12-11, 06:44)davilla Wrote: For the love of god, use the source Luke. It's always up to date ...

https://github.com/xbmc/xbmc/blob/master...ME.android
https://github.com/xbmc/xbmc/blob/master...nds/README
Also see these additional feature requests which discuss of MilkDrop vis for Android, iOS, and GLES Linux devices like Raspberry Pi and Amlogic

http://forum.xbmc.org/showthread.php?tid=166261
http://forum.xbmc.org/showthread.php?tid=138602
http://forum.xbmc.org/showthread.php?tid=158790
http://forum.xbmc.org/showthread.php?tid=163841
http://forum.xbmc.org/showthread.php?tid=115341
http://forum.xbmc.org/showthread.php?tid=139254

Judging from those requests you can tell that there is a demand for OpenGL ES (GLES) ports of ProjectM 2.1.x for both on ARM and x86
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#18
Thanks RockerC, the changes to get 1.2 working on android look minimal really(the version it looks like xbmc currently uses), it might not be hard to apply those patches to 2.1 but after some digging I don't think they're making 2.1 android source available at the moment.

I'd like to build from windows if it's an option, to be honest merging in the changes for projectm android was pretty easy but I was hoping to find a more detailed walkthrough for building than the readme.android, but it seems that there is just not one available yet. I'm a novice to android.
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#19
I would advice you to begin by porting ProjectM to OpenGL ES on Linux first if your GPU have OpenGL ES drivers for Linux.

Otherwise you can checkout ARM's OpenGL ES 2.0 Emulator http://malideveloper.arm.com/develop-for...-emulator/

Only later after you have successfully ported ProjectM to OpenGL ES on Linux should you begin to look into Android porting.

(2014-02-02, 09:51)randprint Wrote: I was hoping to find a more detailed walkthrough for building than the readme.android
hmm, but http://raw2.github.com/xbmc/xbmc/master/...ME.android really is a very detailed step-by-step walk-through!

Pivos also have this older HOW-TO guide for their fork http://www.pivosforums.com/viewtopic.php?f=24&t=2966
That's however outdated as it's about XBMC 12.x so still using Crystax NDK r7 instead of official Android NDK r9


If you are on Windows then suggest you install Oracle's VirtualBox and run Linux compile machine in a VM (Virtual Machine)

http://techtransit.blogspot.se/2012/07/b...-from.html
http://askubuntu.com/questions/244133/ho...virtualbox

OpenGL ES acceleration emulation is not perfect under VirtualBox but it should hopefully do in order to get you started.


Maybe otherwise just try google how to compile XBMC for Android in Windows if you insist on doing on native Windows


Then if you have any specific Android questions or problems post here http://forum.xbmc.org/forumdisplay.php?fid=184
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#20
(2014-02-03, 13:13)RockerC Wrote: I would advice you to begin by porting ProjectM to OpenGL ES on Linux first if your GPU have OpenGL ES drivers for Linux.

Otherwise you can checkout ARM's OpenGL ES 2.0 Emulator http://malideveloper.arm.com/develop-for...-emulator/

Only later after you have successfully ported ProjectM to OpenGL ES on Linux should you begin to look into Android porting.

(2014-02-02, 09:51)randprint Wrote: I was hoping to find a more detailed walkthrough for building than the readme.android
hmm, but http://raw2.github.com/xbmc/xbmc/master/...ME.android really is a very detailed step-by-step walk-through!

Thanks again, if I wasn't clear, the android port of libprojectM is finished, there are two ports available, one done by motorola http://sourceforge.net/projects/droidx.m...z/download , and another one I found on github by an AerialX https://github.com/AerialX/projectM-android/. I used meld to merge the changes necessary for GL ES into the libprojectM found in xbmc.

the readme,android was fine step by step until I got to the configure stage where you would specify a tarball dir, are opt/xbmc-tarballs and opt/xbmc-depends supposed to contain files I need from somewhere or is that an output folder? I feel like I missed something, I hope it isn't obvious. I'd like to get on with adding this visualization. Big Grin

99.9% sure readme doesn't mention those folders, but I made empty ones and things seem to be moving on, I'll update this thread if i make progress with the visualization.
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#21
Has anyone gotten this working? If so, please point me in the right direction.
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