Hi Sebastian,

Thanks for the extra details, I didn't spot this as I'm not compilng the
GL3 profile right now.  I've fixed the typo and checked it in.

This bit of work is really complete yet though, we still need  to decide
upon whether we should apply an automatic swizzle for these internal
formats to match GL2 to GL3 functionality.

Robert.


On 5 November 2013 14:06, Sebastian Messerschmidt <
[email protected]> wrote:

>  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]> 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]>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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