Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread joey pedroza
Hi, Progress! This is where I'm at, I don't see any errors (log is attached) but my terrain is only blue(image attached). Since I don't see errors I don't know what to do next. Any help would be appreciated. I haven't commented out or altered the OSG code other than removing windows32 and

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread Chris Hanson
Did the code come with GLES2 shaders already set up? What does the program look like when run on a genuine GLES2 device? What is the source of the terrain? VPB? OSGEarth? Some random OpenFlight file? On Fri, Oct 3, 2014 at 12:10 PM, joey pedroza jpedr...@thex1.com wrote: Hi, Progress! This

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread joey pedroza
Hi, not sure on the GLES2 shaders. I will check. Also I have not ran this on our GLES2 device yet. They don't want me to bother unless I can get it to work on Windows 7 with an emulator. As we believe it will run on our target even though with my experience so far I'm going to be in a world

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread Chris Hanson
Are you intentionally multithreading? Did you create and bind a context before performing the operation (seems like maybe a load?) that is throwing that error? On Tue, Sep 30, 2014 at 6:22 PM, joey pedroza jpedr...@thex1.com wrote: Hi, well I just had it run as a console and was able to see

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread joey pedroza
Hi, I had my OSG view setup function being called in the wrong place. So that was my silly mistake. But now I get this error. (Error) in function: glBindTexture GL: 501 (GL_INVALID_VALUE) VF: 501 (invalid value) I also see this not sure what it means or even if it's bad.

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread Chris Hanson
Without knowing what your code is doing, It's hard to say. Telepathic debugging suggests you are attempting to bind a texture that does not have any mipmaps generated, but you are using GL_TEXTURE_MIN_FILTER=GL_NEAREST_MIPMAP_LINEAR which then requires mipmaps.

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread joey pedroza
Hi, hopefully the file attached can help show what I'm trying to do. Thank you! Cheers, joey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61232#61232 Attachments: http://forum.openscenegraph.org//files/codesnippets_145.cpp

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread Chris Hanson
Incomplete. What/where is generate_texture_names()? On Wed, Oct 1, 2014 at 3:53 PM, joey pedroza jpedr...@thex1.com wrote: Hi, hopefully the file attached can help show what I'm trying to do. Thank you! Cheers, joey -- Read this topic online here:

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-01 Thread joey pedroza
Hi, Yes it was just some code snippets. out of all you saw nothing jumped out or at least am I on the right track? To answer your question on that one function it makes an open GL call and you can see the function below. Out of all the things and different combinations I tried I did comment

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread Alistair Baxter
Did you do the following? * Edit the osg::getGLExtensionFuncPtr function to load libgles2d.dll for debug builds I had that problem with Debug builds using gles2 on Windows, all of the opengl extension function pointers were set up wrongly because it was trying to read the release opengl

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread Chris Hanson
everything in OSG was compiled successfully. I even compiled the projects one at a time. I'm not sure you understand. GLSL shaders are compiled at runtime by the OpenGL driver. If there are errors in your GLSL code, they won't show up until runtime, when the shader will fail to compile. OSG will

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread joey pedroza
Hi Team, Yup your right I did not understand. Thanks for clearing that up. I will see what I can dig up and what errors I'm getting. My app does not have a command window so I need to figure out how to get all printouts to show up on my debug window. ... Thank you! Cheers, joey

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread Chris Hanson
Yup your right I did not understand. Thanks for clearing that up. I will see what I can dig up and what errors I'm getting. My app does not have a command window so I need to figure out how to get all printouts to show up on my debug window.

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-30 Thread joey pedroza
Hi, well I just had it run as a console and was able to see the output. But attached you can see what my output is. Seems to be stuck with Adding parent02869(Error) There is no context bound to the current thread. Thank you! Cheers, joey -- Read this topic online

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi, I say that the plugins are available as I copied all generated exe's and dll's to the working directory. But here is what the debug window shows when I try to read a node. A few thing to note. 1. I had it working with OpenGL 1.0 or whatever the defaults were. 2. I rebuilt everything

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi, screen shot of what the cmd window shows. Thank you! Cheers, joey[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61205#61205 Attachments: http://forum.openscenegraph.org//files/screenshot_173.jpg

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi, Update: turns out if I run it in release mode it doesn't crash so my problem must be that in debug mode I have issues, will figure that out later. Currently trying to get it to work by passing it my own graphic context. Thank you! Cheers, joey -- Read this topic online

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi, Well more progress, I can set the background color but nothing appears on screen. baby steps :) any hint as to what else I may want to look into as to why nothing is seen on screen except for the background color would be greatly appreciated Thank you! Cheers, joey --

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread Chris Hanson
Are you 100% sure your shaders are compiling? Did you turn OSG's Notify level to DEBUG_FP? On Mon, Sep 29, 2014 at 3:22 PM, joey pedroza jpedr...@thex1.com wrote: Hi, Well more progress, I can set the background color but nothing appears on screen. baby steps :) any hint as to what else I

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-29 Thread joey pedroza
Hi, everything in OSG was compiled successfully. I even compiled the projects one at a time. Since then I have done it twice once for debug and again for release. But to be safe and not waste anyone's time how can I be certain other than seeing the entire OSG project compile with no errors.

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-27 Thread Chris Hanson
Are the various plugins available at runtime? Turn on OSG_NOTIFY up as high as it can go (DEBUG_FP) and see what it says. On Fri, Sep 26, 2014 at 5:43 PM, joey pedroza jpedr...@thex1.com wrote: Hi, Thanks, I was able to find some other examples once I knew what I was looking for, but that

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread joey pedroza
Hi Team, It was decided that it is a priority to get this project to run on windows. So I went down the path of trying to get it to work. That is my life right now. Unfortunately they don't want to use SDL 2. Here is where I'm at currently, I have been able to successfully compile the latest

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread Chris Hanson
You need to be using GraphicsWindowEmbedded, and your call to eglGetDisplay() should use EGL_DEFAULT_DISPLAY . On Fri, Sep 26, 2014 at 12:10 PM, joey pedroza jpedr...@thex1.com wrote: Hi Team, It was decided that it is a priority to get this project to run on windows. So I went down the

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread joey pedroza
Hi, Thanks for the quick update, is GraphicsWindowEmbedded a OSG class or is that a project setting. I haven't been able to find much on what that is so I can apply it. Is there an example? Thank you! Cheers, joey -- Read this topic online here:

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread Chris Hanson
It's an existing class: http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00351.html The osgviewerGLUT.cpp example uses it. On Fri, Sep 26, 2014 at 1:44 PM, joey pedroza jpedr...@thex1.com wrote: Hi, Thanks for the quick update, is GraphicsWindowEmbedded a OSG class

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-26 Thread joey pedroza
Hi, Thanks, I was able to find some other examples once I knew what I was looking for, but that portion of code seems to compile but the part that is failing for me is the line of code below. It crashes saying something about invalid pointer. Before that line worked for me just fine. Does

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-12 Thread joey pedroza
Hi, Well for now we decided to just continue on Windows and then worry about getting everything on our Linux target later. Possibly in the future will just develop and debug in native linux and not worry about Windows so we'll see. Thank you! Cheers, joey -- Read this topic

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-11 Thread Alistair Baxter
Are you using the PowerVR Insider SDK framework on your embedded Linux platform? If so, then you can probably use the same code on both platforms to integrate a GraphicsWindowEmbedded with direct calls to update osg via the frame() function in the drawing callback their framework provides. You

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread Sergey Kurdakov
Hi Joey I achieved a result by using SDL 2 with EGL enabled, see a sample app for a derived from osg project ( it is almost osg just compiled to be used under emscripten ), hope the code helps

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread Alistair Baxter
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

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread joey pedroza
Hi, Wow thanks everyone for your feedback. So let me get your guys opinion on this, I am building a synthetic terrain map using osgearth. But we are overlaying the map with our own stuff. I was actually trying to merge his code onto my project following the teapot example. But found out

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-10 Thread Chris Hanson
For the most part, ES2 is a subset of desktop OpenGL. It's probably easier to get the ES2 code built and running with desktop GL than it is to go the other way. On Wed, Sep 10, 2014 at 10:52 AM, joey pedroza jpedr...@thex1.com wrote: Hi, Wow thanks everyone for your feedback. So let me get

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-09-09 Thread Chris Hanson
Unfortunately, GLES2 on Windows is not so easy, because there really isn't a GraphicWindowEGL implementation that would work on Windows. I started writing one, but got bogged down and had to abandon it. You might consider not compiling the GraphicsWindowWin32 code and just using