From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson Sent: 10 September 2014 06:22 To: OpenSceneGraph Users Subject: Re: [osg-users] [build] Building OSG with OpenGL ES 2
You might consider not compiling the GraphicsWindowWin32 code and just using GraphicsWindowEmbedded and using EGL functions in your app's code to create a context, and then pass it to OSG. I would concur with that. The relevant lines from my previous post about using ANGLE on Windows are probably: · Remove GraphicsWindowWin32 and PixelBufferWin32 cpp files from the osgViewer project · Edit the osg::getGLExtensionFuncPtr function to load libgles2d.dll for debug builds But like Chris says, that will leave you without a native GraphicsWindow implementation, unless you’re planning to use GraphicsWindowEmbedded with an OpenGL context that you set up yourself.
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