Posted by Frank Kane on 13th August 2012

Sundog Launches SilverLining 3D Sky and Cloud Simulation Technology for Android Phones and Tablets

Screenshot of SilverLining Demo on an Android Device (click for full resolution)ORLANDO, Florida (August 13, 2012) – Sundog Software, LLC has enabled realistic time of day effects and 3D clouds in games and simulations, with the launch of Android support in its SilverLining Sky, 3D Cloud, and Weather Software Development Kit. SilverLining for Android brings the same sky simulation technology already popular with PC developers to handheld devices.

“We’re really happy with the performance of SilverLining on Android phones and devices,” said Frank Kane, Founder and CEO of Sundog. “Most of SilverLining on Android is implemented in code native to the device, and so the motion of our 3D, wind-blown clouds is totally fluid even on phones. We’re excited to open up realistic outdoor virtual environments on handheld devices.”

SilverLining allows a game or simulation developer to specify any time of day, location, and weather conditions, and it provides matching 3D clouds, skies and lighting conditions automatically to the virtual environment. SilverLining’s technology is in training and simulation applications from NASA, the US Federal Aviation Administration, and many large defense contractors, as well as in computer games and TV weather broadcasts around the world. SilverLining for Android includes integration samples for Java, C++, and OpenSceneGraph-based app development.

A free evaluation and demo of SilverLining for Android is available at Sundog’s website at http://www.sundog-soft.com/.

About Sundog Software LLC

Founded in 2006, Sundog Software specializes in the real-time rendering of natural environments. Its SilverLining and Triton C++ libraries provide OpenGL and DirectX developers with visual simulation of the sky, ocean, 3D volumetric clouds, and weather effects. Sundog’s software is used worldwide by professional game developers, large military contractors and aviation companies developing flight training simulators, architectural visualization companies, and broadcast video application developers. Its customers also include NASA, the US Navy, and the FAA.

Sundog Software is located outside of Orlando in Winter Springs, Florida. To learn more, please visit http://www.sundog-soft.com.

6 Responses to “Sundog Launches SilverLining 3D Sky and Cloud Simulation Technology for Android Phones and Tablets”

  1. Stefan says:

    Android demo force closes with Tegra2/Honeycomb 3.2

    D/libEGL(1172): loaded /system/lib/egl/libGLES_android.so
    D/libEGL(1172): loaded /system/lib/egl/libEGL_tegra.so
    D/libEGL(1172): loaded /system/lib/egl/libGLESv1_CM_tegra.so
    D/libEGL(1172): loaded /system/lib/egl/libGLESv2_tegra.so
    W/SilverLiningAndroidDemo(1172): creating OpenGL ES 2.0 context
    W/dalvikvm(1172): threadid=8: thread exiting with uncaught exception (group=0x4019b760)
    E/AndroidRuntime(1172): FATAL EXCEPTION: GLThread 9
    E/AndroidRuntime(1172): java.lang.IllegalArgumentException
    E/AndroidRuntime(1172): at com.google.android.gles_jni.EGLImpl._eglCreateContext(Native Method)
    E/AndroidRuntime(1172): at com.google.android.gles_jni.EGLImpl.eglCreateContext(EGLImpl.java:49)
    E/AndroidRuntime(1172): at com.sundogsoftware.SilverLiningDemoView$ContextFactory.createContext(SilverLiningDemoView.java:140)
    E/AndroidRuntime(1172): at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:987)
    E/AndroidRuntime(1172): at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1330)
    E/AndroidRuntime(1172): at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1184)
    W/ActivityManager(138): Force finishing activity com.sundogsoftware/.SilverLiningDemoActivity

  2. Frank Kane says:

    Thank you for the stack trace. It looks like the demo crashed while trying to create an OpenGL ES 2.0 surface to render to, before it even got to any SilverLining code. It requests a buffer with 32-bit color plus a 24 bit depth buffer, and I’m guessing this device doesn’t like that. Still, we should be catching that exception and handling it better in the demo. I’ll fix that for the next update.

  3. Stefan says:

    Depth buffer might be the culprit.
    Check the following whitepaper
    http://developer.download.nvidia.com/assets/mobile/files/tegra_gles2_development.pdf

  4. Frank Kane says:

    Yup, I’m pretty sure it’s the 24 bit depth buffer as well. I just uploaded a new apk that only requests 16 bits for now, which is plenty for the demo. It’ll take a day to propagate through the CDN’s though.

    It’s quite the “gotcha” – the sample code that comes with the Android SDK for OpenGL ES, which is what the demo is built upon, seems to be wrong in how it chooses an EGL config based on that whitepaper.

  5. Stefan says:

    The new version loads fine.
    Now there is another issue: “stratus” clouds fail.
    The other clouds are OK though.

    E/libsilverlining(982): GLSL error detected in Shaders/Stratiform.glsles!
    E/libsilverlining(982): Could not compile shader:
    E/libsilverlining(982): (24) : error C3004: function “vec4 texture2D(sampler2D, vec2);” not supported in this profile
    E/libsilverlining(982): (25) : error C3004: function “vec4 texture2D(sampler2D, vec2);” not supported in this profile
    E/libsilverlining(982): 37 lines, 2 errors.

  6. Frank Kane says:

    Ah, seems your device doesn’t support texture lookups in vertex shaders. I changed the stratus shader to no longer rely on this; again, a new demo’s uploaded but it may take some time to get through the CDN. Thanks so much for the report.

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