Hi Kim,

Thanks for tips. I have changed the fft library fftss to fftw and I can
compiled without any error. When I run the example I get errors as follows.

Building scene...
  . Loading cubemaps: 0.660514s
  . Generating ocean surface: 0.0465612s
  . Creating ocean scene: 0.0113174s
  . Loading islands: 0.079017s
  . Setting up lighting: 1.81587e-005s
complete.
Time Taken: 0.798147s
VERTEX glCompileShader "terrain_vertex_shader" FAILED
VERTEX Shader "terrain_vertex_shader" infolog:
Vertex shader failed to compile with the following errors:
ERROR: 0:34: '*' :  wrong operand types  no operation '*' exists that takes
a le
ft-hand operand of type 'uniform 4-component vector of float' and a right
operan
d of type '3-component vector of float' (or there is no acceptable
conversion)
ERROR: 0:34: 'assign' :  cannot convert from 'uniform 4-component vector of
floa
t' to 'out 3-component vector of float'
ERROR: 2 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Vertex shader(s) were not successfully compiled before glLinkProgram() was
calle
d.  Link failed.

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
VERTEX glCompileShader "scene_shader_vertex_shader" FAILED
VERTEX Shader "scene_shader_vertex_shader" infolog:
Vertex shader failed to compile with the following errors:
ERROR: 0:29: '*' :  wrong operand types  no operation '*' exists that takes
a le
ft-hand operand of type 'uniform 4-component vector of float' and a right
operan
d of type '3-component vector of float' (or there is no acceptable
conversion)
ERROR: 0:29: 'assign' :  cannot convert from 'uniform 4-component vector of
floa
t' to 'out 3-component vector of float'
ERROR: 0:45: 'computeScattering' : no matching overloaded function found
ERROR: 3 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Vertex shader(s) were not successfully compiled before glLinkProgram() was
calle
d.  Link failed.

FRAGMENT glCompileShader "downsample_glare_fragment_shader" FAILED
FRAGMENT Shader "downsample_glare_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "glare_composite_fragment_shader" FAILED
FRAGMENT Shader "glare_composite_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

I think these all related about driver because of my driver 2.5 years old
and it's last updated driver support only opengl 2.1 and GLSL 1.20. I think
I can't run osgOcean in my company computer. I have to use another newer
one. Any suggestions?

Regards.

2009/6/17 Kim C Bale <[email protected]>

>  Hi Umit,
>
>
>
> >Firsty congratulations for these awesome works.
>
>
>
> Thank you, still plenty to fix though it seems J
>
>
>
> >CMake Error: The following variables are used in this project, but they
> are set to NOTFOUND.
>
> >Please set them or make sure they are set and tested correctly in the
> CMake files:
>
> >FFTSS_INCLUDE_DIR
>
>
>
> When you run CMake it should let you set these manually if they’re not
> found automatically.
>
>
>
> You will need to explicitly specify the path to the include directory and
> also the fftss.lib file (this is what I do when I run CMake)
>
>
>
> When you run the example application the fftss.dll will need to be in the
> same directory as the exe or by adding the directory it’s in to your PATH
> environment variable (if you’re in windows)
>
>
>
> >OPENTHREADS_LIBRARY_DEBUG
>
> >linked by target "osgOcean" in directory
> C:/Projects/Ocean/osgOcean-Source/src/osgOcean
>
>
> I think if you just point it to the release mode version of OpenThreads it
> will let you build the project. But be careful, if you try and build a debug
> version of the application/library it’s highly likely you’ll get errors.
>
>
>
> If that doesn’t solve it get back to me.
>
>
>
> Regards,
>
>
>
> Kim.
>
>
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Ümit Uzun
> *Sent:* 17 June 2009 11:48
> *To:* OpenSceneGraph Users
>
> *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
>
>
> Hi Kim,
>
> Firsty congratulations for these awesome works.
> When I try to create solution file in cmake on VisualStudio2008 I get the
> errors;
> CMake Error: The following variables are used in this project, but they are
> set to NOTFOUND.
>
> Please set them or make sure they are set and tested correctly in the CMake
> files:
>
> FFTSS_INCLUDE_DIR
>
> used as include directory in directory
> C:/Projects/Ocean/osgOcean-Source/src/osgOcean
>
> FFTSS_LIBRARY
>
> linked by target "osgOcean" in directory
> C:/Projects/Ocean/osgOcean-Source/src/osgOcean
>
> OPENTHREADS_LIBRARY_DEBUG
>
> linked by target "osgOcean" in directory
> C:/Projects/Ocean/osgOcean-Source/src/osgOcean
>
>
>
> I have compiled the FFTSS library and locate it in same folder with
> osgOcean-Source folder. Should I declare specific Environment Variable to
> help cmake for finding right fftss include directory and library?
>
> And Do we have to OpenThreads library in debug mode? I have a OSG
> distiribution in only release mode.
>
> Regards.
>
> 2009/6/16 Kim C Bale <[email protected]>
>
> Hi Martin,
>
> This problem arises with two particular effects, the glare and the
> underwater dof which require special treatment of the alpha component in
> the framebuffer.
>
> You can disable those using:
>
> enableUnderwaterDOF(false)
> enableGlare(false)
>
> Then you need to disable the default scene shader with this:
>
> setUseDefaultSceneShader(false)
>
> In the OceanScene class.
>
> If you remove the default shader you'll also lose the underwater light
> scattering and fogging calculations on models below the surface.
>
> Trying to offer lots of out-of-the-box shader effects whilst also
> accommodating the fixed pipeline is a tricky problem and this area needs
> a little work, but that should work for you.
>
>
>
> Regards,
>
> Kim.
>
> -----Original Message-----
> From: [email protected]
>
> [mailto:[email protected]] On Behalf Of Martin
> Scheffler
> Sent: 16 June 2009 15:18
> To: [email protected]
> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
> Hi,
>
> I compiled osgOcean and everything works fine here. I ran into trouble
> when integrating it with my existing application. When I used the last
> version of osgOcean, I could just put the ocean somewhere in the scene
> graph and it did not interact with my other stuff. Now osgOcean blocks
> my view onto the other objects in the scene. When I add the objects as
> children to the OceanScene, the objects are shown, but the ocean shaders
> are applied to the objects. This add some sparkling effects to my
> animations, which looks nice but is not really what I want.
>
> So how can I add my objects to the scene without interference?
>
> Thank you!
>
> Cheers,
> Martin
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14038#14038
>
>
>
>
>
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>
>
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>
> --
> Ümit Uzun
>
>
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-- 
Ümit Uzun
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