Hi Roman,
I'm currently looking through my archives for pending submissions and
spotted this post from you, it was never formally addressed as a
submission though, is it intended to be merged? Could you get things
working under svn/trunk and send me the whole files zipped up to avoid
the forum
Hi, I followed to advice of David Garcia
to modify buffer object as he said but it doesn't work on linux.
To use forward context we definitly need VAO.
Here is my modified versions to support VAO.
In submissions there is GraphicsContextX11.cpp to open true 3.1 and up window.
Thank you!
Cheers,
Robert, Paul, et. al:
Has any further discussion or work gone into adding proper VAO support
to OSG? I'm interested in contributing if I can, mostly because I'd
like to see full 3.2 support for OS X.
Craig
On Mon, Mar 5, 2012 at 8:22 AM, Robert Osfield robert.osfi...@gmail.com wrote:
Hi David,
Hi Craig -- as far as I know, no one is using vertex array objects with OSG.
I am using OSG built for GL3 in an external OpenGL 3/4 project, but for file
loading only, not for rendering. (The external project requires OSG built for
GL3 in order to avoid including both gl.h and gl3.h in the
Hi David,
On 4 March 2012 20:55, David Garcia da...@aimsun.com wrote:
Yes, I think so too. Unfortunately Apple decides that a VAO is required. I
can fill a radar and ask in the developer forums but, for now, what is the
best solution?
The think that we should implement proper VAO support.
I believe the poster in that LWJGL thread is mistaken. Vertex array objects are
not required in a 3.2 core profile context. See the OpenGL 3.2 core profile
spec, which clearly states that a default (ID = 0) vertex array object is used
when the app hasn't explicit bound an app-created VAO.
If
Paul,On Mar 4, 2012, at 20:03 , Paul Martz pma...@skew-matrix.com wrote:I believe the poster in that LWJGL thread is mistaken. Vertex array objects are not required in a 3.2 core profile context. See the OpenGL 3.2 core profile spec, which clearly states that a default (ID = 0) vertex array object
Paul,I cannot help, my knowlenge in GL3 is quite limited. As far as I know Lion implementation is strictly Core profile only and probably OSG is mixing GL3 with older profiles. You can find a bit more information, but not too much, in the Apple Developer forums.My original problem was to use a
Paul,Seems that OSG must use VAO. Look at this message for the same error:http://lwjgl.org/forum/index.php?topic=4071.msg22035#msg22035And then this comment in the next message:"Oups... My Bad. OpenGL 3.2 Core REQUIRES the use of VAOs (not just VBOs...)I added VAO instructions, now It work
I'm assuming you are referring to the shader program info log message:
Validation Failed: No vertex array object bound.
That's a mystery. It doesn't appear on Windows. I find it odd that OS X would
require the use of vertex array objects when you open a 3.x context, but that's
what the
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