Am 05.11.2013 14:49, schrieb Robert Osfield:
HI Sebastian,

Could you list the error you are getting and what version of OpenGL you have installed on your system?
Visual Studio 2010 output is:
error C2065: 'GL_RB' : undeclared identifier d:\work\prj\OpenSceneGraph\src\OpenSceneGraph_trunk\src\osg\Texture.cpp 1497

I'm compiling trunk btw.

I've put the gl3 header into the systems directory, so this should be fine.

Anyways, GL_LUMINANCE_ALPHA is to be replaced with GL_RG in my opinion, as GL_RB is not even defined, at least I did not find any reference to it.

http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2D.xml

Robert.


On 5 November 2013 13:35, Sebastian Messerschmidt <[email protected] <mailto:[email protected]>> wrote:

    I'm currently building OSG with GL3 support and the build failes
    due to a missing definition of GL_RB.
    Also I never heard of GL_RB before. Are you sure it is not GL_RG?


    A further refinement of my earlier suggested changes:

    Index: Texture.cpp
    ===================================================================
    --- Texture.cpp (revision 13850)
    +++ Texture.cpp (working copy)
    @@ -1458,6 +1458,18 @@
             case(GL_RGBA8_OES) : internalFormat = GL_RGBA; break;
             default: break;
         }
    +#elif defined(OSG_GL3_AVAILABLE)
    +    switch(internalFormat)
    +    {
    +        case(GL_INTENSITY) : internalFormat = GL_RED; break; //
    should it be swizzled to match RGBA(INTENSITY, INTENSITY,
    INTENSITY, INTENSITY)?
    +        case(GL_LUMINANCE) : internalFormat = GL_RED; break; //
    should it be swizzled to match RGBA(LUMINANCE, LUMINANCE,
    LUMINANCE, 1.0)?
    +        case(1) : internalFormat = GL_RED; break; // or sould
    this be GL_ALPHA?
    +        case(2) : internalFormat = GL_RG; break; // should we
    assume GL_LUMINANCE_ALPHA?
    +        case(GL_LUMINANCE_ALPHA) : internalFormat = GL_RB;
    break; // should it be swizlled to match RGAB(LUMUNIANCE,
    LUMINANCE, LUMINANCE, ALPHA)?
    +        case(3) : internalFormat = GL_RGB; break;
    +        case(4) : internalFormat = GL_RGBA; break;
    +        default: break;
    +    }
     #endif



    On 22 October 2013 15:50, Robert Osfield
    <[email protected] <mailto:[email protected]>> wrote:

        Hi Lukasz,

        I have looked into how to internalFormat is processed with
        osg::Texture and feel that we can probably achieve what is
        need for core profile builds by extending a code block in
        Texture.cpp within the
        Texture::computeInternalFormatWithImage(const osg::Image&
        image) method, the change would be:


        ~/OpenSceneGraph/src/osg$ svn diff
        Index: Texture.cpp
        ===================================================================
        --- Texture.cpp (revision 13850)
        +++ Texture.cpp (working copy)
        @@ -1458,6 +1458,15 @@
         case(GL_RGBA8_OES) : internalFormat = GL_RGBA; break;
                 default: break;
             }
        +#elif defined(OSG_GL3_AVAILABLE)
        +  switch(internalFormat)
        +    {
        +        case(1) : internalFormat = GL_RED; break;
        +        case(2) : internalFormat = GL_RG; break;
        +        case(3) : internalFormat = GL_RGB; break;
        +        case(4) : internalFormat = GL_RGBA; break;
        +        default: break;
        +    }
         #endif
         _internalFormat = internalFormat;


        I have attached the modified file, could you please test it.

        Robert.




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